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musstang62

musstang62

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musstang62
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  • The only reason for linked sets is money, and BHVR is not particularly subtle about it at this point. The fact that linked sets exist on original characters is enough to end the debate about this

  • What BHVR should do: Admit they made a mistake. Completely delete the current version and go back to pre-rework Billy (no overheat, old FOV, old animations). Remove the ability to stack charging add-ons like everyone asked for, then tone down existing charging add-ons by half. Delete carburetor tuning guide. Keep lopro chains

    What BHVR will do: Never admit they made a mistake. Every 6 months, minorly nerf the small handful of add-ons that are actually used. Buff useless add-ons to be slightly less useless but never good enough to be run. Leave Billy untouched for years

  • Many moons ago, I loved playing the Billy man pre-rework. I haven't played DBD in awhile but I could probably still give some general tips


    Add-ons:

    - Would not be crazy to run speed limiter (brown add-on that gives more bloodpoints in exchange for chainsaw not insta-downing) for X number of matches while you practice getting better at chainsawing. Obviously you'll probably lose the matches if the survivors aren't braindead but it's really good practice

    - Lopro chains are pretty great in general and are really the only part of the rework that I enjoyed

    - Would recommend you're always at least running some brown add-ons. Otz made a short video comparing overheat add-ons, and the brown one is arguably the best and is a great default add-on you should consider running every match

    You are reading this? If so, here's ANOTHER code for the time-exclusive DwightCrow Killer charm. Be one of the first 10 people to redeem this code in the in-...


    - Engravings are better than the were immediately after the rework but without being able to offset the charge time, it's mostly a matter of preference. If you are primarily using curves to get your downs, 1 or both engravings might be a good deal. If you're like me and balancing curves with backrevs, I've found I had much better luck without them. That added charge time can give you a lot of trouble (kind of like the opposite of the insta-saw problem)


    Perks:

    - If you're good with chainsawing, Infectious Fright is awesome. It's not quite as good as Oni in his power with Infectious, but it's up the entirety of the match, so you can be a monster in certain situations with it

    - Windows can be a big problem for Billy, so you would definitely not be crazy to run Bamboozle. It severely limits survivors' options if you block a window and start charging your chainsaw

    - Shadowborn can be a fun preference perk that helps a lot with backrevs, if you are having troubles there. I wish FOV was an option but if you are missing the majority of your backrevs, this perk does make that part of playing Billy much much easier

    - Otherwise, I wouldn't run corrupt on him (since he can immediately be on the opposite side of the map at the start of the game) but all other standard slowdown perks are great. Billy can also get a huge amount of mileage out of BBQ


    Strategies:

    - Feathering (keeping your chainsaw meter at 90ish% by repeatedly tapping) doesn't work nearly as well as it used to, but knowing WHEN to curve is ideal. Feathering until you get to a corner where a survivor is vulnerable to a curve (once a survivor is on the longest/straightest part of a loop, rather than near a corner they can quickly turn), that can potentially pay off

    - Otherwise, don't be afraid to feather while going for a backrev. Particularly useful tactic is if the survivor loops a small object like a tree, moonwalk to the otherside and saw their face off immediately. Seriously works like 90% of the time

    - Most of the time, you should be trying to get downs with your chainsaw. But if you've not gotten a chainsaw within 20 seconds of a chase starting (or if the survivors are at a very strong area), don't be afraid to just become an M1 Billy. Very easy to lose way too much time chasing a good survivor at a strong area

  • I just can't see a point in even playing this game when obvious and subtle hackers are all over the place. I took a 4 month break, came back for 3 matches, then uninstalled again after running into survivors that made distance on me (running in a straight line) with zero exhaustion perks and without "haste" perks. There's just absolutely no point

  • I think BT bodyblocking is the only problematic part of the perk. I'd be fine with 15 second duration if collision was removed during that time

    Current BT either punishes you for tunneling, or punishes you for NOT tunneling via bodyblocking. That's bullshit

  • Comically busted. The nerf doesn't really address the problematic parts

    But dead hard and CoH aside, Borrowed Time bodyblocking is the most infuriating bullshit. I actively go out of my way to not tunnel and have to deal with the unhooker's invincible meatshield blocking pathways. Would happily trade extra BT duration in exchange for removing collision so that the abusable side of the perk is removed

  • Trapper is pretty routinely ranked as a bottom 3 killer in tier lists. He could use A LOT of help

  • There wasn't a good reason for the bloodpoint cap before, there still isn't one for it now

  • You could ask the entire survivor playerbase about what they find most annoying, and 99% of them would probably say that being camped and/or tunneled is the least fun gameplay experience for them. Balancing the game around kills/escapes ensures that killers will always be incentivized to use this playstyle and not an alternative, more fun for everyone playstyle

    There are so many things BHVR could do... punish camping/tunneling by making gens go faster while within X meters of the hook (assuming another survivor isn't there), basekit DS in exchange for longer survivor objectives, gens going slower if the killer doesn't tunnel (chasing a different survivor), massive automatic gen regression for each time a survivor is hooked for the first time etc. etc. Implemented carefully (ensuring that both killer and survivor are handed out buffs evenly, and not one side at a time) these would imo make the game more fun for all involved. Killers would be incentivized to use a fun playstyle, rather than shooting themselves in the foot in order to "play fair"

    Balancing the game around kills/escapes means that a braindead Bubba with NOED is 99% of the time going to win more than a skilled curve Hillbilly that made amazing plays all game but ended up with 6-8 hooks and no kills. It's like BHVR is actively trying to make killers play in the lamest way possible. I have zero faith that they'll ever do the right thing with balance

  • @GannTM said:

    Victor talking would be hilarious.

    Hell yes. Give him a chipmunks style helium balloon voice

  • I've only gotten 2 or 3 to actually go through. Every time it happens, they get 3 free seconds of wiggling before the reality of the situation sets in for me. "Holy #########, it's a christmas miracle!"

  • @jesterkind said:

    We're still on this, are we? War never changes...

    Anyway, I disagree. Destroying a totem not only runs the risk of messing with killer perks like Plaything or NOED (as well as providing an insane buff to Pentimento), but it also completely neuters boon totems from ever being the kind of mechanic they could be. They're so, so close to being an incredible addition to the game conceptually, but if they're one-time-use on any given totem, that dramatically cuts down their usefulness, and so nobody will ever run them.

    Ask yourself this. Would Shadow Step or Exponential ever be worth using if the totem they're attached to could be removed entirely, when they're already so damn situational that one of them is only mediocre on the majority of maps and the other is actively awful?

    I dunno, Shadow Step and Exponential aren't really the problem here - COH is. I think 99% of killers would be happier with Plaything and NOED being inadvertently nerfed if it meant COH could only be set up 5 times a match, maximum

    COH would easily still be meta if the bones were breakable, and that would still be a much more minor nerf compared to what hex undying got handed out. Shadow Step and Exponential probably wouldn't be worth running, but then again... they're not really worth running now anyways

  • I will add though, ghostface is my #1 most hated to verse, just because the reveal mechanic is so stupid

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2750965#Comment_2750965

    I played Evolve when it first came out, never could get into it.

    I think VHS said they want to make sure their game works well on PC and runs well on Console before they release it. That seems pretty good to me.

    I'm getting through Far Cry 3 and AC: Black Flag rn. After that, I might play Skyrim for the first time.

    I was really late to the party with Evolve, picked it up a year or 2 ago. I had some fun with it but it definitely takes some getting used to

    Yep, it does sound like hellbent eventually plans to go to console when the time is right. I do really appreciate that they seem to be dedicating a lot more focus on quality rather than getting it out the door right away. Fingers crossed that it does well

    Nice, I've not played those first 2 games but heard they were both really good. Ah #########, Skyrim is really easy to dump an absurd amount of hours into - I think you'll have fun with that. I still come back to it every once in awhile. I enjoy that you can set it to the hardest difficulty, then still make it through the game using nothing but fisticuffs, if you play all your cards right. Nothing manlier than literally punching a dragon to death

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2749728#Comment_2749728

    First off, thank you.

    Secondly, I'd like to try some of those games. Unfortunately, most of them are PC-only.

    Yeah, that is a bit of a bummer that most are PC only. I will probably try hooking my laptop up to my tv and playing with a controller for VHS, but hopefully that eventually makes its way to console if it does well enough. Ash vs Evil Dead game should be out on console to begin with, although I get the feeling that's going to be delayed a bit longer

    Right now, as far as console asym alternatives to DBD, there's not much beyond comp stomping in Evolve or White Noise 2. Although those can both be fun for a little bit here and there. I really could not get into the Predator game at all, for whatever reason

  • Hope things get better on your end, Pulsar. Just wanted to chime in and say that for 1 - you've definitely made the forums a better place in general. You are what I would perceive as a voice of reason in the middle of... usually a lot of unreasonable voices, to put it nicely. Major props for going to bat for console peoples

    And for 2 - I can definitely sympathize with how you feel, on all those points. I've been playing on and off since 2018 but stopped playing halfway through the latest halloween event. I still lurk around the forums a bit because I can't help myself, but I'm feeling pretty great about my decision to stop playing. At this point, it's not even that I dislike the game, it's that I have absolutely zero faith that bhvr is either capable or willing to do the right thing on a lot of issues. I'm really looking forward to checking out some of these new asym multiplayer games to see if they'll scratch the same kind of itch

    Anyways, I wish you well friend

  • Hell yes, give me the screaming stompy stomp space man

    I would say TLOU characters as well, but I couldn't handle a squad of teabagging, flashlight clicking Joels and Ellies

  • Dunno that I would say toxic. I mean, killers playing to win as quick as possible (tunneling, camping etc.) is not going to be fun to go against, same as survivors playing to win as quick as possible is not going to be fun to go against.

    I think the bigger problem for both sides is that the least fun playstyle to go against is also the most effective

  • I would add Oni to this as well. Any killer that (at least very often) has access to an insta-down is much more of a white knuckle experience to go against. I love it

    Wish Billy would get unmurdered so that he'd be played more

  • Would've been on board with it but for whatever reason, playing killer made me nauseous

  • I would love it if we even got 1/10th that level of transparency on mmr stats

  • Yes

    Do I trust that BHVR is capable of, or even willing to do that? No. They have been on the record as saying that frustration is a feature, not a bug

  • Boons were the straw that broke the camel's back for me. The fact that hexes can be permanently disabled within the first 20 seconds of a match and boons can never be disabled...

    Still cannot believe BHVR looked at the state of the game and said "hmmm killers seem to have way too much time on their hands, let's add yet another objective." I stopped playing halfway thru the halloween event and I do not regret it

  • The effect is so weak that you could make it a non-hex perk and people still wouldn't run it

  • My dream is that BHVR will come out with an announcement saying "Yes, community, you were right. The hillbilly rework was one of the worst balance decisions we've ever made, and we're finally willing to admit that mistake. Old Billy is back, except for tuning guide. And charging add-ons have reduced values and don't stack. Also, we kept lopro chains. You have our word that we'll never murder poor Billy ever again"

    I'm not holding my breath

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675314#Comment_2675314

    His over heat is greatly blown out of proportion. I can count on one hand the number of times I've over heated tbh. The animations are janky, though. Sure.

    I do think that's worth clarifying - overheat does nothing unless you are feathering the chainsaw. It seems like the only purpose of overheat was to remove that piece of Billy's kit, because it's virtually impossible to unintentionally overheat otherwise. You can overheat very quickly when feathering though

  • I guess I always found it situational at best. If you're at a loop with a greedy survivor that hasn't pre-dropped the pallet, you can get some crazy hits using the yellow + purple bottles. Any survivor with half a brain is just going to run away to the next loop once they see you start the setup to that play, though. Using only purple bottles has worked better 90% of the time in my experience

    I guess my overall impression is that yellow bottles are good against bad survivors, and borderline useless against good ones. I feel like Clown deserved much more love than he got with his rework

  • I used to main Billy at red ranks - pretty much stopped playing him around the time he was murdered. The only time I played him recently was at low MMR with a meme build just dicking around (speed limiter + mad grit/agitation/lightborn, doing M2 only). He is pretty miserable to try and play seriously

    There's no good reason to play him right now when you could play Oni or Blight or Leatherface. They all do things better than he does, EASIER than he does, and with less punishment for misplays. It is unreal to me that Billy has been left untouched after all this time. The rework is still by a wide margin the worst balance decision BHVR has made imo. Billy is going to be about as rare as Twins unless BHVR decides to un-murder him

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668824#Comment_2668824

    The nerf to Hilbilly's basekit was definitely unneeded, though I personally still never felt like the overheat mechanic hurt him a lot. But I never mained Billy.

    But there have been many good balance changes made by the devs as well. Spirit's nerf was great. And Pyramid Head also got a nerf the right way, with a nice little compensation buff as well.

    I've been playing the Artist and she doesn't seem op, the only problem I see is that there might be too many situations against the Artist where survivors can't do anything. Basically, as long as you have line of sight on the survivor, and are able to corner a survivor at a loop, they can't do anything.

    My hope would be that BHVR found a way to give her a bit more counterplay at loops, but also make her long range capabilities a bit stronger, so trying to hit survivors at longer ranges becomes a bit more viable as well. Pretty much make looping a bit stronger against her, and holding w a bit weaker against her. So both strategies have a similar power level.

    Yeah, I would say overheat really only affects feathering (easy to overheat quickly when feathering, almost impossible to overheat when not). Feathering is pretty necessary for timing a curve and a backrev though, so it doesn't have much of an impact aside from dedicated billy mains. He used to be my favorite for red ranks :(

    True - I should clarify that I definitely agree that the devs have made good balance decisions as well. I didn't like the pyramid head change but I think it's fair to say that it gave him a good amount of counterplay without ruining him by any means. Spirit and Doctor changes were also good relatively recent ones. I just can't comprehend it when they also do poor balance changes such as Billy/Slinger/Twins DS stun etc. I still cannot get over how tiny the Clown rework buff was. Took the worst killer in the game and made him... a bottom 5 killer instead. Feels like there is no consistency to the quality of their changes. All over the map

    Interesting! I haven't played in about a month and a half (just lurking around on forums), so I really have no idea how Artist feels to play. Glad to hear that she feels pretty well balanced. And I think that would be an excellent idea for all killers in general - make looping more viable, make holding W much less viable.

    I think that's part of what made Billy so great to verse - you could loop him, and if you got hit at the loop, you'd have to be like "damn, nice curve man!" There was meaningful counterplay for both sides. Holding W was immediately countered with the sprint, and all interactions felt high stakes because you could be insta-downed if you made a mistake or if the Billy was a god. I miss that DBD

    I've been playing since 2018 but if VHS is half as good as it looks, I'm probably not coming back. I love DBD, but I can't stand BHVR

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2668353#Comment_2668353

    Well sure, Freddy was hit hard, and it was undeserved, from what I heard.

    But within like the last one or two years, the only killer that comes to mind for me, that got nerfed too hard without compensation, is Deathslinger. And that was one year after his release. And maybe Wraith, who didn't need that last nerf he got, but that nerf was small, and the problem with Wraith was that his skill floor was just incredibly low, you could do well with him without much effort at medium and low ranks.

    I am hopeful and optimistic, that when she does get nerfed, and I personally do think that will be the case, it will be something like Pyramid Head got. Just some small nerf to allow for a bit more counterplay on the survivors side. And maybe even a compensation buff.

    I guess the point I always come back to is that Billy - widely regarded as the gold standard for a fun to verse yet strong killer - was gutted about a year and a half ago and still hasn't been touched since then (engravings buff feels absolutely miniscule to me). Overheat greatly limits feathering options, FOV and animation issues make him obnoxious and difficult to play, and the wonky map hitboxes and increased bump times are just icing on the cake. There's a reason why Billy is almost as non-existent as Twins anymore, and it's a damn shame because it makes the game less fun for killer and especially survivor players in general

    I have zero faith bhvr will do the right thing balance wise when they've done stuff like this in the past. Their criteria for balancing is completely disconnected from what the overwhelming majority of the playerbase would consider good balance. Artist released in a fairly strong state, so she's justifiably never going to see any buffs, only nerfs from hereon out. I have no idea whether or not those nerfs will ever come, because I have no idea what bhvr's criteria for balancing is. It's just always frustrating to know that there's a sword of damocles hanging over every decent killer's head and it's impossible to know whether or not it will come down (for seemingly no reason), and when

  • It's stupid that they're sets, so I'm not getting them. But they both look visually great

  • Yeah, that was driving me crazy too. Evidently it's bugged. From the "Known Issues" area of the last patch notes:

    • The Killer can only earn 1 point of progress per Tangled Hook for the Halloween Hook challenge.

    Wish that challenge wasn't right at the front of the tome web because it'll take a loooong time with that bugged

  • @haloll2 said:

    completely broken, just compare COH to inner strength,

    how you can use it multiple times, for the whole team, and infinite usage on the same totem just doesn't make sense.

    Was inner strength weak?

    no, then how come they think introducing a perk that is 1000times stronger than it is balance?

    100%. I used to run small game/inner strength on all my survivors. CoH alone feels absolutely busted in comparison. I cannot believe these perks never permanently deactivate in a match

    I've been playing on and off since 2018, and this is the first time I've ever started just playing survivor for the vast majority of matches. Killer feels miserable right now with all this #########

  • First 2 blighted halloween events were way better imo since you could earn 2 free cosmetic sets, but could also CHOOSE which sets you wanted. Here, you're locked into Doctor and Mikaela (Please buy our new character. Signed, BHVR)

    It's... OK. Not good enough to make up for zero other half decent events throughout the entire year though

  • Last year's halloween event could be summed up as "hey we made some new skins, go buy them", so this is infinitely better than that one. But... still not that great. If you don't have Mikaela or if you don't play Doctor... get #########, I guess? Don't know why they couldn't make it so that you could choose 2 blighted cosmetic sets again like the last good halloween event

    I guess what I'm trying to say is this - this event is better than I expected, but my expectations were pretty low. Other non horror games continue to have much better halloween events. They could've made this much more than it is

  • I pretty much main PH and I can't stand playing Nemesis. I think a lot of PH players are just waiting for the bugged animation to be fixed. It doesn't actually affect gameplay but it's really annoying and distracting

  • Seems like he got the billy treatment. Murdered for no good reason

  • At this point, I'm surprised it's only 1/3 of the new perks disabled

  • Hahahaha if BHVR was actively trying to make this an underwhelming crossover, they literally couldn't have done the job any better. This was the absolute bare minimum

    It's like you go to a restaurant, and the waiter says "hey, want a free sandwich?" You say yes, and then are given 2 slices of bread and nothing else. Yeah... I guess... that's technically still a sandwich, but I expected something a bit more

  • Huge nerf. They gutted the only useful part of the perk. It is on par with monstrous shrine in terms of utility now

  • I'll jump ship to any other half decent asym game once it releases, and I'm not giving bhvr any more money, but I'll continue playing off and on. Probably not gunna grind out any rifts or anything since I'm not buying another battlepass. Any new characters or cosmetics are getting bought with shards

  • I'll spend shards. Not about to send any actual money bhvr's way anymore

  • @jabberdragon said:

    I would rather have no Hellraiser content in the game if it was NFT-related in the slightest.

    That's the long and short of it. If BHVR had said "No, we won't work with you if you plan on using this for NFT-related objects," I would have been amazed.

    But they didn't. No matter what the "agreement" is, BHVR said "MORE MONY PLEASE" and went with NFTs, regardless of what their involvement is.

    If it means they provided any assistance to generating NFTs whatsoever, I want Hellraiser content stripped out of the game until such a time as no one involved in the process of licensing Hellraiser to DbD is involved in NFTs.

    This. BHVR had a choice to make, and they made the wrong one. I don't think anyone wanted Pinhead "at any cost"

    It's even shittier that players (myself included) unwittingly supported this by buying the chapter because BHVR didn't say a god damn word about the NFT ties until now

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2556782#Comment_2556782

    More reliable, true, but not as effective or strong.

    I'm honestly not even quite sure if killers would benefit too much from having to try to look for totems and then reactivate their hex perks like that, if it means that it only has like a 32 meter radius effect or something like that. Maybe I am wrong, but I'm doubtful that would make the perks better.

    I think if anything, it would be nice to have Hex perks changed so they still have a lingering effect after they've been destroyed for a short period of time. Perhaps only until a certain amount of minutes have passed, after that, the effect disappears immediately when the totem is destroyed. Maybe that could help make them a bit more reliable.

    Killers relighting totems however is also a problem when it comes to solo vs swf survivor balance. In a 4 man swf, only one survivor needs to see you reactivate a totem, and everyone knows where it is. A solo survivor team doesn't have that.

    I have to say though, I think with the announced nerfs to Boon perks, they will be fine, but we'll see. I would definitely like to see some new perks enter the meta though.

    I guess it all depends on the range and effect. I do agree that 32m range would be an overall nerf. I think you'd basically have to make the range 3 to 4 times larger than boon totems, time to set is 3-4 times less etc. since the killer can only set one at a time. Then the effect could be balanced around the fact that it's replaceable. Anyways, that's all hypothetical and never gunna happen

    That would be great to have a lingering effect on broken hexes. I like OhTofu's idea of basically having one perk slot dedicated to a hex, then the strength of that perk is determined by how many dull totems you have left (perk is at maximum strength at 5 totems, lower strength at 3, no strength at 0 etc.) Would require a massive overhaul of the hex and totem system, which is never gunna happen, but it would be a huge improvement to the game imo

    Agree with that point on swf vs solos, but that's more a general game problem. If BHVR would implement a ping system already, solos could have that same advantage

    I'm glad they stopped the boon totems from stacking because that was comically busted but I think they're still gunna be a nightmare to face. Circle of healing is definitely going to be in the meta long term if it stays as is, I think. No self-healing perks are nearly as good, and it has the added bonus of essentially giving you triple strength botany knowledge within a limited range. Shadowstep might also be meta as well because that + iron will is going to absolutely murder Spirit. Seriously, Spirit is just going to have zero information to work from during a phase if people start pairing those perks. Seems like high mmr survivor is going to be versing only blight and nurse all day long soon

  • @Altarf said:

    https://forum.deadbydaylight.com/en/discussion/comment/2557321#Comment_2557321

    A good Pyramid Head has the potential to hit you at any time at any tile with a well-aimed and timed Punishment of the Damned. Nowhere is safe against a good Pyramid Head, and not only that but he also has fantastic zoning, giving him one of the best chase powers in the game if mastered. Plus, he has his Cages for efficient chewing through health states and map pressure, although they're not a particularly big deal.

    Nemesis on the other hand has a very limited-range whip that needs 3 hits to down, requires buildup to get to a strong level, and can be dodged by crouching behind even a tiny bit of cover for a second when the attack starts. At higher tiers the tentacle can become a real threat, mainly due to how it effectively nullifies pallets, but it's nowhere near as strong as Punishment of the Damned even at tier 3. He also has zombies, which mainly just give Nemesis information at random times and get stuck on walls. Rarely do they actually even come close to hitting survivors with brains.

    Neither are bad killers - in fact, I'd argue Pyramid Head is the 5th best killer in the game, tied with Oni. But the sheer difference in potential strength when mastered between them is staggering. Nemesis is a lot easier to play but is nowhere near as strong. The three hits to down thing really hurts him at higher levels of play, because good survivors will make you work for successful tentacle hits and will hold W after being contaminated, leaving you with no pressure.

    1,000% agree. I really wanted to give Nemmy a fair shake but it is just a night and day difference whenever I play a Nemmy game and play a PH game afterwards. I'm an RE fan but as soon as I use up all the anniversary cakes on Nemmy, that'll be the last time I ever play him.

    Punishment of the damned has a longer windup, but is much easier to land a hit imo. I can't count how many times a survivor is vaulting a window and I go for a tentacle hit with Nemmy, only to have it hit an invisible pixel on the edge and end up with nothing. With Nemmy, you need to have a really good angle on a vault, whereas with PH, as long as you have a good idea of where a survivor is positioned in that half second after a vault, you can land a hit from any angle every single time. Animation lock hits are the bread and butter of a good PH player, but "quick turn" shots around a loop are also very high percentage when you get the hang of them. The majority of the time, Nemmy can't do the same due to the hitboxes of the loop. You can land a perfect shot on a survivor and it just doesn't connect because of invisible hitboxes

    In early game, PH is going to secure downs so much faster than Nemmy that it's not even funny. You could make the argument that Nemmy is stronger late game (I'd still disagree with that - faster windup doesn't compensate for a much smaller hitbox and smaller range) but his early game is undeniably horrible. I still cannot get over the fact that plague can essentially get a free health state from half a second of puke, but Nemmy needs an entire extra hit to get survivors infected. And on top of that, plague at least gets rewarded when survivors cleanse - Nemmy just gets killer instinct for a few seconds. The limited # of cleanses doesn't really make that feel much better

    I really wish the zombies would be removed so that they could just buff Nemmy's chase, but it seems like that ship has sailed. He's not a bad killer, but I would agree that at higher level play, a good Nemmy can't hold a candle to a good PH. It is not even close

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555845#Comment_2555845

    Maybe. I thin kRuin is still fine with Undying, on its own though you risk losing it within the first monute or so.

    If it lasts 3 minutes though I would argue you already got some nice value out of it.

    But the actual effect of Ruin is definitely stronger than that of the upcoming boon effects, both because of the actual effect and the range. And if all 4 survivors try and bless a totem to cover the entire map, all survivors are off of gens, while searching and blessing a totem.

    Fair points, I guess the main point I'm trying to make though is that while I agree that (some) hex totems have stronger effects than the boon totems, along with mapwide coverage and the lack of a need to initially set them, boon totems are really not significantly weaker than the hexes and they have much much smaller downsides.

    If hex effects and range were weakened in exchange for the ability to set your totems (so a survivor doesn't spawn literally on top of it and/or not getting the shining beacon on top of a hill totem) and the ability to reset the totem in the event of it breaking, then I think most people would be a lot less angry about boon totems. Hexes are frustrating to use right now because you have virtually no control over them, whereas boon totems offer a pretty comparatively massive amount of control

    Even if the boon totem effects are weaker, they are overall so much more reliably good than hexes just by virtue of the killer never being able to fully disable them. I usually run small game + inner strength but that healing boon totem looks like it's easily twice as strong as that combo just on its own, so I'll probably end up switching to that

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2555731#Comment_2555731

    Boon perks are not on a level with Hex perks when it comes to their effects. A map wide gen regression at twice the speed for example is definitely stronger than double the healing speed and self healing within a 24 meter radius of the boon totem. Not to mention the killer doesn't need to waste time activating their totem.

    Honestly, I feel like boon totems are way stronger than ruin right now, considering that ruin is not likely going to last beyond the 3 minute mark, and boon totems can be made to cover the entire map + be reblessed ad infinitum

    If the trade off was that the ruin regression rate was cut in half, the range reduced to cover half the map (based on totem location), BUT you could reapply the hex with an activation that took 1/4 of however long it takes to bless a boon totem ... ruin would be massively stronger than it is right now

  • I really don't know why the game isn't free at this point. I and a pretty big chunk of PS players probably never would've never picked this game up if it hadn't been free on PS Plus a couple years back

  • I could go on a long rant about this. I have no clue how someone thought it was a good idea to have the hook auras disappear once you get close. I sometimes put on bright charms just because it helps me visually see the god damn hooks

    I've done that dozens of times where I pick up a survivor, walk 10 feet, wonder where the hell all the hooks are, then see there was actually a hook like 2 feet from where I downed the survivor, it was just behind a nearby wall. Or that shack that I downed the survivor at actually HAD basement, but I had to walk 10 feet away from the ######### place to see it

  • @QwQw said:

    Jack Baker is perfect for this game.

    I'm still salty they picked Nemesis over him.

    I'd have 1000% taken Jack over the punchy tentacle man version of Nemmy that we got. Seems like they could've translated Jack directly into DBD as he was without massively toning him down

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