thrawn3054
thrawn3054
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- thrawn3054
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Unfortunately Ace only has one good perk. Of course Nea's aren't great either.
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Part of me feels like I failed unless it's a 4k. It's a holdover from my F13 days. As a survivor I feel like we tied if it's a 2k. And won if we get the 3 man or more escape.
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Just close the end chat if on PC. Or set messages to private if on console. There will be people who are awful regardless of the role they play.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1412613#Comment_1412613
The response: wait for PTB
https://forum.deadbydaylight.com/en/discussion/comment/1412617#Comment_1412617
If Nurse is anything to go by we're in for a rough time lol.
From the video it didn't look that crippling. However I'm not a Billy player. So I could be entirely mistaken.
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@coppersly said:
https://forum.deadbydaylight.com/en/discussion/comment/1412553#Comment_1412553
Ehhhh. Addons should be there to introduce variety into a killer, not fix the problems in their basekit.
I like the philosophy of running addons that strengthen what you find weak about a killer but that's completely different to running both CD addons and literally nothing else because they're the only 2 good addons.
Well yes. I'm hoping it won't be that bad.
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@PrinceAshitaka said:
https://forum.deadbydaylight.com/en/discussion/comment/1411606#Comment_1411606
Best Case Scenario: They scrap it completely.
Otherwise, they'd have to tone the overheating down so it's not so limiting and annoying and only happens for those truly unnecessarily long revving (e.g. in the case of facecamping).
I would prefer they scrap it. But we also don't know what his addons will look like. They may well negate most of our concerns.
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You realize they take the ptb feedback with a grain of salt for a reason right? Nobody is separated by rank. So it's hard to truly gauge how things will perform live. Add to that this community isn't know for it's reasonable responses to pretty much anything. Is it any wonder they don't listen? Especially when they see ######### like this thread?
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@ATOMIC_ACE_PUGG said:
Yea lets make his chainsaw a two hit down next update he can't actually down survivors we need more balance patches. The survivors should move as fast as Billy's chainsaw too
I know that it's a joke. But that would be stupid fun. Billy and the survivors having races around the maps. Dweet with a little baby chainsaw.
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@DwightOP said:
https://forum.deadbydaylight.com/en/discussion/comment/1411404#Comment_1411404
Peanits has probably 0 impact on balance decisions. He is more like the middle man between mod and actual dev making game decisions.
While I don't imagine he wields alot of power in that area. It's likely his input is at least taken into consideration.
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Because they didn't need a nerf. And neither did Billy. Spirit is a pain. But there are various tricks you can try.
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I start by saying I don't play Billy. So I am by no means familiar with the finer points of playing him. From a survivor perspective I see no reason for this change. I always felt Billy was pretty much perfectly balanced. The issues I had with him were insta saw and the chainsaw hitbox felt a bit too generous. If they would have addressed those two things he would have been perfect in my mind.
I will say I hope they either scrap this change. Or the overheating bar isn't as punishing as it appears. My only bit of optimism is I'm sure there will be some addons to help with the overheating. Either increasing the time it takes to overheat. Or increasing the rate of overheat cool down.
In short things might not be as bad as they seem. But I see no need for this change.
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@PrettyFaceKate said:
I don't mind the buff, but destroying the item is a bit of douchey mechanic that we don't need with all the toxicity that plagues this community. Just make it so that the Entity uses up the charges and that a key can't open the hatch without any charges left. No need to destroy items. Fair, balanced.
Franklin's is just an ######### perk to begin with. Now it's going to be even more of one. Makes me glad I never bring items. Other than maybe a cheap medkit.
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@Bovinity said:
https://forum.deadbydaylight.com/en/discussion/comment/1409747#Comment_1409747
Because survivors are seen as the real players and killers the NPCs.
There's SOME fairness to that thinking, I'll admit. But generally the process of, "Do gens, open door, escape." is seen as the true, legitimate gameplay loop, so if something on the killer side is considered too good and disruptive to that, it's going to get dumped on.
If something on the survivor side is too good, it's not that big of a deal because the game is still playable and the primary gameplay loop still intact. it's just the killer that's a little unhappy, but they're only there as a function of that primary loop, so it's not really as big a priority to make them happy.
Yeah. That's why the nerfed BnP, Insta heals, and created big dead zones on maps. Because survivors hated it. Get real man. I'm not saying the Devs don't make bad choices. But they aren't going around actively nerfing killers at every turn to please survivors.
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@ThisGuuy83 said:
Ah, I forgot. Any killer sided post gets crucified by the survivor community. My bad... Guess us killers will just go back to hiding again. Have fun!
When they say dumb ######### yes. I don't agree with the Billy nerf. But don't be so dramatic. The killer nerfs are nothing compared to the survivor nerfs this past year.
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@FabsRinas said:
https://forum.deadbydaylight.com/en/discussion/comment/1409388#Comment_1409388
Tinkerer is near discordance in use now?
Both has their ups and downs, but I think they're kinda simillar now.
It helps pick a good target for Pop. So I think it'll be pretty nice.
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@FabsRinas said:
https://forum.deadbydaylight.com/en/discussion/comment/1408542#Comment_1408542
Undetectable on Wraith is almost pointless, but with the coxcombed... I'm interested lol
I like it for the knowing what gen I need to interrupt part.
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@Nameless said:
If I remember correctly, the only reason Doc was considered bad during the PTB was because of the cooldown they put on his swing after you shocked them. This was something that was pointed out before too, just like people are pointing out how the Billy changes might be too much.
They changed this after the PTB.
Most people aren't saying it's a bit too much. They're throwing tantrums saying Billy is never going to be played again. I don't agree with the change. But I'm not ready to pass judgement either.
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I don't think any of his addons need to be basekit. Just shave a little time off his disappearance and reappearance times.
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I think the extra distance you get with the charges and the movement speed buff are actually going to prove extremely effective. Obviously only time will tell though.
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@Aneurysm said:
https://forum.deadbydaylight.com/en/discussion/comment/1408507#Comment_1408507
Even better, it's 70%
I was going to say, I swore it was 70%. I'm looking forward to trying it with Wraith using purple Windstorm.
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Can't claim survivor bias when survivors didn't ask for the nerf.
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@Rin_is_my_waifu said:
Why? Just why?
Hillbilly is the most balanced killer in the game with ample counterplay. Why did you feel the need to add an overheating mechanic? It's already difficult to land chainsaws on red rank rank survivors and now you made it even worse
Bubba, on the other hand, deserved a well done rework, not a copy pasta nurse rework. If you haven't read the patch notes, they added charges to his chainsaw, like nurse
Can you stop catering to baby survivors and actually balance the game around skilled players?
Uhh those charges are a buff to his saw. Did you see how much distance he got? If they have a couple of decent addons he'll be alot stronger.
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Well I said in another thread earlier they would add a power bar. While not as bad as I expected I saw no reason to add it.
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Balance? If Myers ran 115% while stalling you he'd be impossible to avoid going into tier 3. The whole point to these slow downs is so survivors have a chance. Now if you want to argue that the slow downs should be reduced. That would be a fair point.
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Because killer has literally never been easier in the games history? Not saying there aren't still some balance issues, mainly maps. But honestly, the sheer number of things that have been nerfed from survivors. Most of which not unfairly mind you. Is staggering when you start to add them up.
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Latency and dedicated servers. They are a #########.
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I think they'll add a power bar to Billy. Just so he can't spam chainsaw sprints. Not that I think it's needed. But I think they'll do it. They'll probably make Carburetor Tunning Guide ultra rare. And add the obligatory useless BP addons.
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Sorry, but Noed is fine. While I personally despise the perk and refuse to use it. It's not hard to counter. It's especially easy if your team has a brain and just cleanse the damn totems.
As for the OP. I don't see them adding a counter to the base kit. A noise notification like you get for Hex totems would be nice though. That way you can track it if you're paying attention.
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404659#Comment_1404659
Yeah, the maps are so killersided with up to 30 pallets and survivors still having the loopexploit not fixed (nor will it ever be) while being able to play in SWF ontop of up to 3 extra hookstates per survivor through perks depending on how hard the killer is stomping them or how aggressive the survivor with DS is.
Dat free down that killers get, woe the poor survivors and their limited resources.
I didn't say that the maps were killer sided. There are massive dead zones and no map has 30 pallets. My point was simple. It's ridiculous to cry that you can't tunnel as easy before.
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@clem1710 said:
https://forum.deadbydaylight.com/en/discussion/comment/1404630#Comment_1404630
It was easy but now it will be a lot harder
Poor thing. They might have to actually work for a kill.
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Is the OP actually bitching that they have a hard time tunneling with the killer who's power negates anti tunnel perks?
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@TragicSolitude said:
Tier 1 Myers should be immune to Spine Chill. He's slow and he needs to look at survivors to stalk them. He used to be immune while in EW tier 1, back before the "Undetectable" status was a thing; it was changed for "consistency," but making everything consistent across the board ruins some of the uniqueness of the killers.
Spine Chill is fine. Tier 1 Myers should be made 110%
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@_orpheus_ said:
How would that even work? Some people may view getting a flashlight as being lucky while some may see a medkit as lucky
Just have it improve the chance of higher rarity items. With the exception of the broken key higher rarity items are basically always better.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1402718#Comment_1402718
just like the killer played a perk down the whole game for noed ? and you could argue he earned it by preventing survivors from cleansing noed. also surviving the whole game is pretty easy when you urban evade around the map.
If the killer actually prevented people from cleansing totems sure. But they pretty much never do. That's down to survivors choosing not to cleanse/being unable to find totems typically.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1402730#Comment_1402730
It is invalid, because there are ENDLESS ways to stay alive and not have earned it. Therefore "they stayed alive" is NOT a valid argument. It's like a killer saying "I'm good cause I got a 4k with a mori".
Just stop.
Ffs. I never said it made them good. The one has no bearing on the other.
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@SloppyKnockout said:
https://forum.deadbydaylight.com/en/discussion/comment/1402718#Comment_1402718
"Did they stay alive" is a false argument. Even a rank 20 can "stay alive" if they loop every pallet once and drop it immediately all game. Even a Blendette can stay alive if they have the right perk loadout and Urban Evade on the edge of the map all game.
Your argument is invalid.
It's not invalid simply because you pointed out lazy survivors can be carried to the end game. There will always be people who put in the minimum effort. But that doesn't change they meet the conditions required for that perk to trigger.
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1401774#Comment_1401774
adrenaline is a reward ? what about survivors who are on the hook once the last gen finishes getting fully healed ant a speed boost ? did they earn that ?
also what about survivors that dont work on any gens the whole game?
Did they stay alive through the 5 gens needed? Then yes they earned that. They played a perk down all game with the chance they get an end game payoff.
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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1401709#Comment_1401709
Thank you! I'll make to watch it in a bit.
Np. He has lots of useful guides and information. Some of it is a little out of date. But generally still pretty accurate.
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People using it definitely. The perk itself is fine. It's just as time efficient as a teammate healing you. When combined with Botany it's barely slower then a medkit. People just use it at the wrong time.
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@Bullettimegod said:
https://forum.deadbydaylight.com/en/discussion/comment/1401774#Comment_1401774
And noed is survivors reward for not doing bones
I never said they shouldn't. I run Detective's Hunch specifically for that reason. But in the example provided by the OP it's not really viable now is it?
@JustCats said:
https://forum.deadbydaylight.com/en/discussion/comment/1401774#Comment_1401774
Except you haven't finished your objective (escaping), you're just closer to the end game. Adrenaline is a boost if you are currently suffering and may not be able to complete it. A catch-up.
NOED is the same - haven't finished your objective (kill all survivors), but it's getting to the end game and the killer is currently suffering (not all survivors are dead).
Now, Adrenaline is based on good progress (completing gens) rather than bad (not everybody's dead) and so there's no real counter, which seems fair. But they are both definitely catch-up mechanics.
While I disagree, you make a fair argument.
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@Stinde said:
I certainly hope that survivors who complain about NOED don't themselves use DS or Adrenaline, because that would be hypocritical as hell.
Noed and Adrenaline aren't even close to analogies. Noed is a catch up perk. Adrenaline is a reward for finishing your objective.
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@Munqaxus said:
https://forum.deadbydaylight.com/en/discussion/comment/1401589#Comment_1401589
Except in the situation the OP just mentioned, where the Killer camps survivors on hooks. If you do totems, every single one of the teams dies to a camping killer. If you rush gens, the camping killer uses NOED to get the last 2 survivors. Otzdarva did a full day streaming in which he proxy camped, tunneled and NOED and he won game after game after game. Survivors couldn't do anything against it. So yes, there literally isn't a counter for it which was proven by Otzdarva.
You made the point I was going to make. Everyone knows camping killer equals rush the gens. Which means you won't have time to rush them and do totems. At the very least that killer walks away with a 2k.
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https://youtu.be/DkDyYBg5oYw
Lots of good information in here. But 4:16 discusses the revel mechanic.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/1400032#Comment_1400032
Self care heals you at 0.5 of the normal speed or at 50% speed. Botany makes it 33% faster resulting in 0.665 or about 67% healing speed. Healing with 0.665 (~67%) healing speed takes 24 seconds.
.5 plus .33 is .83. Or 83%. DbD doesn't do there math the way you would expect.
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@Omputin said:
https://forum.deadbydaylight.com/en/discussion/comment/1398766#Comment_1398766
Your math is so painfully incorrect it's not even funny. You can also check out that video above that someone else linked If you don't believe me.
Self Care heals at 50% speed. Botany makes it 33% faster. Which makes you heal at 83% speed. Or 17% slower. 17% added to the normal 16 seconds is 18.72 seconds.
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Start with Bubba for Bbq. Then I'd hit Clown for Pop. Then Myers for STBFL. After that it'll depend on what you want to do from there.
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No. An option to bleed out a bit faster maybe. But straight up suicide no.
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@Dead_by_Gadfly said:
https://forum.deadbydaylight.com/en/discussion/comment/1398757#Comment_1398757
Yes but a win or loss is team based. You may have done well, you may have escaped, but as a team you still lost. A baseball player can be the mvp of the night and still tske an L if tge rest of his team sucked that night. This mentality you have is tge reason survivors take it personally when a killer camps or tunnels. Its why they beg for a lot of the nerfs and make a lot of tge complaints they do. You see this game as 1v1, its not. Its a 4v1. You lost.
It says very clearly in the description you can work as a team or not. It is your choice. You're assuming that I don't do what I can to help my team. I do everything I can. But their depip or death doesn't effect mine.
A good comparison is amateur wrestling. You might win your match. While the team as a whole loses that night. In that case I won. The team didn't.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/1398806#Comment_1398806
Wrong. They got rid of it because people were using bots to spam certain users with thousands of downvotes overnight.
Ah. I hadn't heard that part. I do remember people were trying to farm down votes though.
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@Tactless_Ninja said:
I'd rather they do this with a downvote button. It'd be way more useful to see who my ENEMIES are. 💀
There used to be a down vote. They got rid of it because people started saying the most outlandish things to farm down votes.