thekiller490490
thekiller490490
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- thekiller490490
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Recently I've been not... enjoying... DBD. I play a game or two as a lower tier killer and next thing I know the game's over. Hell, Hag can't keep up. So I go back to Billy and stomp survivors, but I'm not exactly thrilled with another game filled with rurururu. I want to trap, I want to confuse, I want to provide bubbafication. I was thinking that the devs were finally fixing this game but with the Ghostface kerfuffle and a lot of the bs mechanics popping up in my recent games I want to leave. However, what I want to play isn't on console yet. (BHVR actually made this game, just got a reboot). So I continue to rurururu around the maps, waiting to see if Freddy will be Billy tier or hag tier. (I see hag as lower HIGH tier)
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Hag is hilarious. She can have literally all survivors down in a minute and I got messaged "thanks for the most boring game ever," wasn't boring for me so IDGAF!
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@HavelmomDaS1 said:
Billys cosmetics are mostly trash imo, don't know why. Prestige Billy and hollowed event Billy are the only ones I like.
They should work more serious on Billy, not worth buying 90% of his stuff
I use the provided Blue vest and hat cosmetic with yellow pants from the Mountain dweller thing. That topped off with the Pro Pain event hammer.
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A huge post I made on Reddit.
1. 100% movement speed when revving up and when the sprint starts. Bubba actually losses speed at the start of the sprint. That needs to go.ย
2. Charge time stays the same. However, if you release the change button the chainsaw will slowly lose charge like The hillbilly. However, you can still tap M1 to completely cancel it. This is QoL for when you are trying to start it as quickly as possible only to let go too early and the charge be wasted.
3. Sprint length. Right now, the chainsaw frenzy lasts around 3 seconds. My proposal is to increase it to 5.ย
4. Frenzy movement speed. (Not to be confused with Legion.) With #1 in effect, bubba would start at 100% ms and over the course of the 5 second chainsaw, accelerate to 150%. #3 and #4 are the major buffs trying to make his chainsaw lethal. Balancing edit: Cool down ms would be decreased as to not allow for brain dead chainsawing to catch up to survivors.
5. Chillies. Chillies have little visible effect on the frenzy right now so I'm reworking them. The Uncommon would increase the length of frenzy by 1 second, and the Very rare by 2 seconds. How these would work is that after 5 seconds, you reach your max speed of 150%. Chillies would make you keep going at 150% Ms for 1, 2 or 3 seconds if you use both. A little extra time to get that hit.
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@se05239 said:
Let him continue his frenzy through pallets.
Yes but as a ultra rare add on. I'd say that's ultra rare quality.
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@NoShinyPony said:
@thekiller490490 There are no paragraphs.
Good I wasn't going crazy.
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What is this post trying to talk about? Also why can't I see space between paragraphs on mobile?
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@BloodMoneyMerc said:
https://forum.deadbydaylight.com/en/discussion/comment/515551#Comment_515551
Yeah I had it broken into paragraphs, but it wouldn't keep it that way, sorry. But yeah it's bound to be ignored by the devs, I just figured it was worth a mention since poor Bubba is not living up to his expectations.
My idea was just make him faster overall. Would be simpler and do the job. That's really all he lacks is a bit of speed.
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Devs have a new design philosophy that no killer's power will directly inhibit survivor action speed after Freddy. Besides, Bubba's problem isn't stalling but really just being able to get the insta down in the first place.
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Can you maybe break that wall of text up mate? Anyway this is interesting. So how long you charge for is how long you sprint? Ok. A little bit complicated but has potential to be COMPLETELY IGNORED BY THE DEVS. Great idea but would probably never happen.
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Hag can be a stealthy thing with monitor and abuse. She's already hard to see.
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Agreed. Recent games for me are getting stressful and the balance is showing its inexistence. Ghostface's live release will really make it or break it for me. (Deathgarden is looking FINE though!)
Freddy is an entire different story. I don't understand why you feel Freddy will be worse? Stall is there in the passive sleep (albeit not as reliable), and it's hard for a killer with direct map pressure to not be high tier. From how I see it, his rework quality all depends on numbers now. How fast they fall asleep, and how fast does the gen teleport replenish. (BTW the snares are confirmed to be his primary chase power.)
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Survivors are invincible until they can move again. So you basically have to wait until they start running to hit them. I usually just kill the rescuer.
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I try to see both sides but I am biased to killer.
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@Peanits said:
It is just Ghost Face. There is no survivor or map this time around.
Then why isn't it called a Paragraph like Leatherface's release?
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For a great guide search for Space Coconut on YouTube.
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@NoxiousOnnyyxx said:
Mom never needed a nerf you killers just want it to be because you're too lazy to make another. Get over it. Look where ds got you. Can't dribble anymore with ds now can ya? ๐๐๐๐๐๐๐๐
DS is perfectly fine now. Dribbling was something of the past and I like it that way. MoM doesn't have counter play until its effect on the game has been used. The aura is too little of a drawback for a perk this powerful.
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@almondbutter you have a tier list I agree with the most of any I've seen and your points on Hillbilly vs spirit really explain this topic. As far as I'm concerned, Billy and spirit are equally tied for #2 (when both have add ons, not including prayer beads.) Billy punishes out positioning, which happens more then you think. A good spirit can also end a chase just as fast. Billy, hag, and Spirit are my favorite killers to play and all feel like top tier killers.
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I'm on PS4 and I actually like it at 65%.
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@Poweas said:
I'd do it more like this,
https://us.v-cdn.net/6030815/uploads/609/WK5DH6X6U7GW.png
I consider Hag above Billy check my profile why, Spirit and Nurse in their own tier even above. Wraith is solid for me.
Pretty much, SS tier is untouchable once mastered- don't need addons. S tier are really good killers- also don't need addons.
A are high but need addons for the most part, except Huntress and Myers.
B can win, but mostly dependant on survivors. If Pig wasn't nerfed, she'd be S after Billy because of her endgame potential.
C take too much skill, can counter loops when literally perfected but have no map pressure.
Leatherface is a meme.
Freddy is only B because he's a built in ruin.
This I can agree with. While I am not to your "god" level, I find her great. Spirit on the other hand, no one is equal tier to the nurse. (Ok prayer beads spirit yes.) Hag's main problem is the reliance on traps to be triggered. If Billy wants to go somewhere, he will get there and he will get there fast. Yes, when conditions are right, hag beats Billy. If you are really that good, a skilled hag makes the conditions happen.
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Wait for the rework. I'm waiting for it to decide between Freddy or Legion.
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A little info for you. Myer's Terror radius is 6 in T1, 16 in T2 (not 12) and 32 in T3.
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@UkilledLegion said:
@DudeDelicious I know it I play red ranks but repair gens without toolboxes fast but cool gens very slow
######### is a cool gen? Do you mean a gen regressing? Yes it's 1/4 repair speed.
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u thought about it?
Bud, calm down, play a little more. Yes gens are too fast, but you are just suggesting the simple stuff that has already been denied by the devs. You are going crazy with these balance posts and sorry but... they suck. Calm down and think about these.
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"Restore balance" this game would be dead if it was balanced the way you would.
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A survivor did this once to try to get a save and it ended up killing her. She would have made it if she didn't have to run over to tap the door.
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They actually did this sort of thing with Bubba's and Bill's release. You can look up paragraph on the wiki and you get Leatherface and the left behind paragraphs.
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I'm fine with how it is now. The entity just teleporting you back to your realm.
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@Shad03 said:
@thekiller490490 No one really understands that unfortunately. A select few maybe, but not the majority.
That is the main reason so much toxicity exists. (And devs inactivity against it)
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The real code.
Killers will kill. By any means necessary. Survivors will survive. By any means necessary.
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@Shad03 said:
What would you suggest for Legion's Fuming Mix Tape (literally the most useless add on currently [also forces you to suffer a stun])?
Also I'd like to hear your suggestions for a Nurse and Billy ultra rares. I feel like you'd have an interesting suggestion.
Electric starter. Instantly starts the chainsaw. While this post is about removing negatives, I would balance this with increased cool down .
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Hag's mint rag add on needs lower cool down. Waterlogged shoe should also either be buffed to make her 115% (up from 112.5), OR reworked to make crouching survivors trip traps. (Second one may be OP but like you said it's an ultra rare.
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Hag is 100% underrated and Huntress is the killer I see overrated a lot.
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Just thought of a possiblity for HL. What if it functioned like NOED, where it would ignite a dull after receiving a token?
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@George_Soros said:
Survivors have the most important tool they need to prepare for a match: communication (well, console players can't chat pre-game but they are just console players, they don't count). In return, the killer can see their items, which is not much information anyway: there's a huge difference between a brown medkit with Rubber Gloves and a green one with Abdominal Dressings and Gel Dressings, or BNP toolbox vs brown toolbox with brown addons. Not to mention that during the match survivors can quickly figure out most, if not all of the killer's perks, whereas the killer has to make an effort to remember the perks of FOUR survivors.
The game's balance is designed around a lot of factors, one of them being killer's ability to see survivors' items. It's fine as it is.
With all that, yea, I agree lobby dodging is just a pathetic thing to do, and even more difficult to prevent than DC-s: devs can't just start banning people for dodging. Not all killers do that, so even if it's annoying sometimes, it gives you a few more minutes of waiting time at worst.
What you saying about console players? Anyway this post is ridiculous.
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I see where people find spirit stronger than Billy. Billy is the only top tier killer that can be looped normally. However, his map pressure is unmatched. I like to think that spirit and Billy are constantly shouting at each other for who is #2.
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Hatch is fixed now. However I agree that it should have stayed at 2 gens REQUIRED to open it.
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Gen regression speed could be increased per piston moving. For example if 3 pistons are moving then the gen regresses at 3/4 repair speed.
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I second this except you only get a maximum of 2 tokens. This would encourage you to use the perk mid game to not waste a hook. Tiers of the perk still affect total regression.
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Nice job proving you are another entitled survivor main. None of these changes will ever happen.
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@Victory said:
https://forum.deadbydaylight.com/en/discussion/comment/480387#Comment_480387
the enduring spirit fury combo is busted with little to no counterplay. Spirit fury wasnt the issue where as it was enduring. Killers want survivors to hide and pallets are only a 2.1s base stun time, enduring makes it even more of a joke giving survivors no time to hide. What do you guys want? Stealth? or actually have a chase?
What is hilarious is that if you believe this is the bigger problem then this change will make it more of a problem.
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@Peanits said:
It's a couple different reasons.
- The wording confused people. Many people think of "75% increased recovery" as "stuns only last 25% of the normal time". This is not the case. Instead of being stun time * (1 - 0.75), it's actually stun time / 1.75. Your stun is only reduced by about 43% when you increase the recovery speed by 75%. With stuns just being half as long, it's much simpler. 2 seconds becomes 1 seconds, bing bang boom, everyone understands.
- The pallet stun durations are actually going to be about 0.15 seconds shorter.
- This way we can re-evaluate stun perks and better balance their stun times. Currently we need to make sure that anything affected by enduring lasts long enough that it doesn't render enduring completely useless. Take a look at DS, for example. It was a 4 seconds stun, where the survivor was locked into the animation for one second. This leaves you with only ~1.28 seconds to run if the killer is using DS. As a result, the stun time was raised to 5 seconds, giving you ~1.85 seconds to run. With that in mind, we could potentially lower it back down to 4 seconds (or even 3 seconds) after this change, making it more consistent whether or not you're using enduring.
It basically allows us better control over balancing stun perks so you're not forced to run enduring just to counter them.
@Orion was wondering if you would be reverting the 5 second DS stun back to 4 or 3 seconds.
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@Orion completely agree with you. Enduring's change is out of the blue and they better consider situations where perks were changed to cope with Enduring. IMO enduring is fine where it is and has always been fine. Nothing about this perk was OP like ever.
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I'm on console and when I get a nurse I try to encourage them on.
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Maybe add a token.
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@Boosted_Dwight said:
https://forum.deadbydaylight.com/en/discussion/comment/477966#Comment_477966
I think what @Tokemstreamer is trying to say is "What do you think about the ability to close the hatch? I think it's very useful on The Game than other maps but it's still good for preventing a immerse survivor situation."
Ok, makes sense. Yeah, hatch is now perfect. Exactly the way it is now. 115%
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What are you trying to say? What I got is weather or not I have ever closed the hatch or not.
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STBFL is great because he's super defensive and you can keep all of your stacks if your obsession gets trapped.