DefJukies
DefJukies
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- DefJukies
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The Fake Banette's video suggests making the silk pillow charge time basekit - meaning elongating the slice & dice charge time by 50% of its current value.
I do like that idea as compromise - in conjunction with reverting the slice & dice duration and speed.
https://www.youtube.com/watch?v=BFTKRZwXPSYI agree with the video as well - I DON'T WANT CHUCKY TO BE 115% MOVEMENT SPEED.
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@Theo_Urista said:
Is chucky now slower than meme addon blight ?
Like .18 meters faster… barely
9.2 (initial blight dash) * .85 (placebo tablet) = 7.82 m/s blight meme dash
Chucky is 8 m/s -
Platform: Xbox Series S
The game seems to have tanked resolution SIGNIFICANTLY since the last update. Lots of jagged edges, fuzzy models and assets, the game prior looked to be running at 1080 or 1440p. Now it looks like it's nearly 720p, maybe a shade higher.
I don't know if there was an accidental resolution downgrade, or a bandaid fix while the UE5 engine is optimized properly. But it looks terrible.
Not to mention it also has an issue with stop-motion-like animations as the trial goes on. Survs and Killers look fine in the distance at first, but by mid trial, it looks like they're walking in a flip book.
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People are turning it off in game files if I recall correctly
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The full birdhead when placed. It's visible when placed on killer, but now i can see it on surv.
the white aura isn't there, nor is the trail. however, prior to the last patch, you weren't able to see the birdhead when placed from surv POV. Just the animation and the noise.
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Watch new bush hitbox and millions of other Dead By Daylight videos on Medal, the largest Game Clip Platform.
Enjoy this clip of an m1 being robbed by the new bush collision. Player can walk right through it, but can't hit anything whatsoever.
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Watch new bush hitbox and millions of other Dead By Daylight videos on Medal, the largest Game Clip Platform.
I sent this to another Billy player. I received this clip in return. I'll post it in mapping the realm also. This is consistent with M1 without power.
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Fix the Collison on the bushes like you did with Garden. I don't know if the asset team used an old file or whatever. But the bushes feel exactly like old garden. The chainsaw killers get stuck on them just the same way as old garden. Unfairly and not accurate to POV of either side.
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@Xernoton said:
The only real issue I have with him is the damn sound cue that tells you the chainsaw is ready. If survivors need that, fine! Let them have it. I have never needed it but it's not a big deal. However, when I play as him it's really annoying to have that sound play every few seconds. It triggers me so much.
Other than that, I just want them to leave Billy alone for a while so that we can really test him and see how strong he really is, once everyone has gotten used to him.
Probably the best stance at the moment. We had the whiplash over the past few weeks of:
- The initial overdrive Billy with the overly broken cooldown and overdrive combo (because they stacked) and volume/cue issues
- The first hotfixed Billy that introduced the difference between overdrive cooldown values and add-on combo values,
- Now the current Billy with the further nerfed cooldown and increased turn window.
There's never been a discussion about what we can live with or otherwise sit with about these changes.
I think as it currently stands, this is perfect for me to sit with and others as well. Hence me saying it's fine along with what I see as the developer's intent and decision making. On paper, the nerfed cooldown stuff doesn't seem like anything major.
But really, they cutdown the cooldown issue by a SIGNIFICANT amount:
- removing the overdrive/cooldown addon interaction,
- further nerfing the addons, and even slowing the cooldown movement by 50%
- and adjusting the collision interaction. They know how tenuous the values are for Billy, because the values on paper are super small.
I'm so glad to see such concise feedback with it though. :))))
The closest thing we have to speculation that they want us to sit with this? Is that they unpinned the massive feedback thread.
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@Adrien said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3651459#Comment_3651459
It is fairly fast to charge. Like 2 good sprints and you are done.
It's not OP but a minor change as I described is an easy fix to make adds-ons relevant and will have small impact on an already strong feature (overdrive trigger).
Yeah I agree with this specifically. The issue lots of people are having in tandem with the turn rate buff, is how easy it is to get overdrive so frequently. And then people are just running Iri engraving Overdrive with spiked boots to hit those crazy clips.
Overdrive itself should be more difficult to obtain by like....maybe a value of 1.5x more difficult, maybe even 2.0x more difficult. And by doing so (along with using my suggested add-on rework idea BHVR :] ), you make all his overdrive addons actually more than just Nemesis Licker Tongue v2.
I know lots of Billy players are torn on this, because there's people who will say his turn rate is the problem, not his ease of overdrive access. And then there's people saying his base speed should be higher and overdrive should be taken out or have the speed reduced.
I am in neither camp.
ALL of his current values at the moment are fine. Every. Single. One of them. It's the overdrive activation window being too easy that throws everyone off or makes it feel unsatisfying.
https://www.twitch.tv/defjukies/clip/OriginalVastFloofPhilosoraptor-gHjQtO_HT3-ebwlPIn this clip, this is what makes Billy a fair buff at his current basekit rate WITH the turn rate +. Plenty of value with fair counter play.
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THIS UPDATE IS FANTASTIC. I LOVE IT. The new curve window is SO NICE.
@kaskader said:
Billy was great after his rework, everybody have told you not to touch him. But you guys decided to nerf his cooldown movement speed which made him feel sluggish again. Absolutely terrible change
@[Deleted User] said:
Please revert the movement speed change and rework some of his add-ons. Namely both cool-down and dissipation add-ons.
But you guys are late to the party and barely figured it out. His cooldown walk speed was shadownerfed last hotfix last week. They just published the changes in this week's patch. And this week they brought back the ability to move after bumping into a wall. I'd say it's a great lateral move that evens the playing field between bumping and cooldown, making it so we're not so afraid to full send saws anymore.
Addons wise, cool down finally got a nerf to where it's not "insufferable" to most people and it doesn't stack anymore with the rest of his code. It's only dissipation that needs to be reworked. Which I'll keep saying:
BHVR can double the values of the idler screw, kickback chains, ragged engine, clogged intake, and off brand motor oil, and they'd be okay. Rework the lesser tiers of those add-ons and we're in business.
@tparadise said:
Oh my lord what have you guys done to Billy again?? You have completely messed with my muscle memory with this initial turn rate change. You guys can't keep changing things like this every week, forcing us to constantly have to relearn how to play our main, it's extremely frustrating. Can you please revert the initial rate turn? What is this even fixing, I don't get it?
Billy was finally in a good place where it didn't feel like hell to play him and now we're back to square one. I've already had to completely relearn how to handle the chainsaw because his new speed makes it hard control and now you're asking me to do it all over again a couple weeks later. I don't understand why you can't just leave this killer alone?
The issue was that people were having difficulty making meaningful curves happen with such a small margin for error in overdrive or doom + overdrive. By adding an extra .25 seconds to the curve window, there is now a much more comfy curve frame for all speeds to hit. It's SO good. You just have to practice.
And if you're refusing to practice at this point, you're a being pretty petty about it. We got a massive buff to him with this latest patch, because his extra curve window allows for so much room to correct in overdrive. We now have a more level playing field with his kit to survivors having a louder saw (thankfully) and also an audio prompt as to when his cooldown is up.
All of these updates have made Billy far more viable across different maps, and BHVR is doing an excellent job tuning him down fairly while rewarding us who can adjust on the fly. Sorry that you can't adjust to new things.
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@[Deleted User] said:
With the recent changes to Billy's cool-down add-ons, I'd suggest the following:
- Chainsaw hit cool-down is 2.5s (was 2.7s)
- Greased Throttle: During Overdrive, the duration of pallet stuns are decreased by 50%.
- The Thompson's Mix: Shows the auras of Survivors within 8 meters when revving the Chainsaw.
Also, please remove the camera-motion when walking as Hillbilly.
Or....hear me out.....change his 50 million dissipation add-ons that could be combined into one. It's almost like you didn't look at his add-ons besides the cooldown ones.
@Moodyy said:
Can we bring back his original chainsaw animations?
They looked a lot smoother and looked a lot better than his current ones?
Here are GIFs of how they looked from Billys and Survivors POV:
Chainsaw Miss Animation:
https://us.v-cdn.net/6030815/uploads/H9G3QHBNQ4SU/chainsawmissanimation.gif
Chainsaw Hit Animation:
https://us.v-cdn.net/6030815/uploads/RY0N3VBQ2MKL/chainsawhitanimation.gif
Revving Animation from Survivor POV he used to lean to the side and walk normal when he revs the chainsaw:
https://us.v-cdn.net/6030815/uploads/SDBJNHA53RN9/billys-revving-animation.gif
https://us.v-cdn.net/6030815/uploads/MEBP2I1LJ7DH/billys-revving-animation2.gif
https://us.v-cdn.net/6030815/uploads/0W4QM5P80QLK/billys-revving-animation3.gif
Also can his weapon be raised up a bit more from Billys POV especially when he's moving it used to be a bit higher up:
87 FOV:
https://us.v-cdn.net/6030815/uploads/WMTW5ZZKBJX2/billys-weapon.gif
103 FOV (Shadowborn):
https://us.v-cdn.net/6030815/uploads/G0OQXKY7D642/billys-weapon2.gif
Please BHVR do some polishing on his animations thank you.
I gotta give it to you though, of all the feedback possible in this thread and your focus on "old animations" has stayed true for the last almost 4 years. "Causing motion sickness" is a giant overused term when maybe "I don't like how it looks" could fit your opinion better.
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Billy's shadow nerf and listed nerf is fair and proper.
A few of the things I noticed:
- This is the only change listed on the patch notes: cooldown add-ons no longer give bump reduction NOR do they function in overdrive any longer. Meaning when a killer is in overdrive, their cooldown will be buffed from basekit, but they will not outpace Thompson Mix.....
So the mythical "spam saw and tailgate" tech you all cried about is no longer as viable because: - NOT listed on the patch notes: the missed cooldown saw movement speed got a nerf as well. There was a very small "catch up" boost you got after a missing a saw that put you briefly faster than 115% for like a quarter of a second. That's' gone now. Missing a saw is tangibly more punishing than it was prior to the hotfix.
- NOT listed on the patch notes: chainsaw audio is fixed. Old off brand motor oil volume is now basekit for survivors, and the volume is fine on the killer side.
- NOT listed on the patch notes: collision zone was also readjusted to be slightly bigger. This again is a map team problem to help fix, and not just those working on the killer code.
As such, most people are getting used to Billy and making far less complaints, based on how inactive this thread has gotten.
BHVR has fixed the main 2 problems I had with Billy prior - cleaning up his code and fixing his audio cue for survivors. Combine that with the removal of the cooldown movement speed, and slightly enlarging his collision zone, this is a good nerf.
My newer concerns/requests now:
- BHVR can double the values of his overdrive and collision add ons without issue. If not, combine the values of them and bring back mother's helpers, black grease, big buckle.
- There needs to be some type of FOV hit box adjustment. The 103 max FOV isn't scaling as well to the hitbox as "default" 87 FOV is. I'm not suggesting to buff the hitbox, but it's not lining up as well with the saw as it should with lower FOV.
- PLEASE reconsider doubling the values of collision and overdrive values PLEASE.
Excellent job taking the feedback with a grain of salt, BHVR.
- This is the only change listed on the patch notes: cooldown add-ons no longer give bump reduction NOR do they function in overdrive any longer. Meaning when a killer is in overdrive, their cooldown will be buffed from basekit, but they will not outpace Thompson Mix.....
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@Atom7k said:
Overdrive is reached too quick, you don't have enough time to react when comes at you with overdrive his cooldown is too forgiving.
I don't get why he does not need to slow down for his attack. If he tailgates you it's a guaranteed down. If you manage to spin him somehow his cooldown is forgiving enough for you not to make any distance. Currently his power is like a spam mail.
I don't think there is a single killer which benefits from using his power the entire match. And I think there shouldn't be one. His power is unlimited, too forgiving and too fast.
"I don't think there is a single killer which benefits from using his power the entire match."
I'll start from the entire roster:
- Nurse
- Huntress
- Hag
- Clown
- Spirit
- Plague
- Demo
- Slinger
- Pyramidhead
- Blight
- Trickster
- Nemesis
- Cenobite
- Artist
- Wesker
- Knight
- Skull Merchant
- Chucky
"I don't think there is a SINGLE killer which benefits from using his power the entire match."
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TLDR:
- Addons are too bugged with extra values and powers to truly give feedback.
- Chainsaw volume amp is #1 priority before anything else.
- Maps are still the main problem with anyone's enjoyment in DBD.
I watched a Billy player attempt a hud-shrinked, slowdownless streak using:
- Bamboozle, Enduring, Noed, Lethal Pursuer
- Thompson House Mix & Lo Pro chains
This has brought new things to my attention:
Thompson Mix / Greased Throttle need a recode because of the cooldown they give to BUMPS.
There is no reason that this add-on should have a dual effect of bumps and missed/hit cooldowns when there are add-ons specified for bumps at the same rarity or lower. Until these 4 add ons - bump & cooldown - operate as intended with their numbers and effects, any feedback we give is from a tainted sample.
First priority for BHVR needs to be amping the volume for the chainsaw to old Off Brand Motor Oil levels.
Not enough survivors are getting the necessary heads up to avoid the snipes they are raging the most about. People are discussing that Billy is too oppressive in chase when in reality they are having trouble hearing the chainsaw to give themselves proper positioning to succeed in the chase to begin with. Even with the bugged addons, I believe that Billy is still not as oppressive as people think.
Maps are still a problem for Billy even with the best add on combo + unintended buffs from bugged add ons. The map design team has more work to do, alternatively deleting map offerings altogether.
I watched the streak end on a map offering to Gideon Meat. Granted, the expectation of a killer running 0 slowdowns of any kind is a bit of a niche scenario to say the least. But this speaks to the issue still being as it's always been - consistency with maps for either side affecting gameplay enjoyment. I understand BHVR has the philosophy of no 2 matches being the same, which is fair, and the valleys buoyed by the peaks. And the level of engagement by leaving the map generation so varied from functional to broken on either side. But again, the feedback can't be constructive until BHVR makes it clear their stance on the map design.
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https://clips.twitch.tv/EnthusiasticDarkTurnipDendiFace-zKAD5gkWpZYNC18v@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639564#Comment_3639564
My point is a killer's power shouldn't be so good that it becomes their basic attack the entire match.
This is what Billy for a newer Billy player looks like. On PC.
Nat has upwards of 4k hours in DBD, on surv and mostly huntress + nurse. She tried Billy for the first time post buff here.
I don't think this looks "so good that it becomes their basic attack the entire match", assuming your statement even aligns with BHVR's design choice for special attacks.
The amount of hours someone has to put into the Hillbilly killer to get satisfactory results with his special attack is not insignificant. It sounds like you're getting dunked on by good Billies and you don't like it.
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@WitchWalpurga said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639714#Comment_3639714
if you miss multiple attacks and the survivor still can't get anywhere then i would say according to your argument the billy should not deserve a down because he does not master his skill yet (he is inexperienced). So if even unexperienced billys can down people easily although missing, then the cooldown is indeed problematic.
But at what point should a missed attack be game changing punishing, and what point should it be a bump in the road?
We have 0 criteria for what's considered "easily", other than that people are just giving vague examples with no standardized data. There's no footage showing actual tiles in question, perks or add-ons by either side, or even what particular mistakes are being made.
https://www.twitch.tv/defjukies/clip/IcyRichGalagoShadyLulu-kQL_BewF6iOVPIOfYou have a clip here where someone has a 4 lane with a pallet facing outside, with a window into a pallet tile, next to a generator, and instead they chose to crouch and walk away and take an m1, AND AVOID THE PALLET TILE. That shows you the average survivor's familiarity with how to play against Billy's new stats.
The 2nd survivor then chooses to greed a toba window right next to a pallet, and crouch techs me, has enough time to get up and drop a pallet EVEN WITH T-HOUSE MIX to get distance! But instead they get 2 tapped by enduring backside stun because they wanted to make a flashy play. Even if I had...double recovery with overdrive active, the feng had plenty of time to get to the window or pallet before I ripped saw.
Please start posting actual clips instead of imaginary anecdotes.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638784#Comment_3638784
Every chase is a chainsaw sprint now. They seem to be able to hold the chainsaw up for much longer now so they can better time the sprint. Its all they do now and I was over it after the first match. He is so annoying to play against now. Before it felt good to dodge his chainsaw. Now every freaking chase is a chainsaw sprint and you don't feel like you gained an edge for dodging something he's just going to do over and over again the entire time he's chasing you.
Awesome forum name by the way. 😂
This is terrible feedback. BHVR made a killer's power viable and the response is to say : "I want the power instead to be useless" without any further elaboration other than you enjoyed things when they were easier for your end.
Basekit, the cooldown is fine. Even with the overdrive window, it's fine. Same with the base collision stun and overdrive collision stun. I suggest that people learn how to play against Billy and keep in mind the changes that were made rather than taking chases like he's still old billy.
If cooldown add ons are problematic, I would suggest BHVR replace them with mother's helpers and black grease. I think that it's important to have a chase style add on to help add variety to builds and playstyles, and reintroducing those would help alleviate the concerns that saws are no longer "rewarding" to dodge.