LeChonké
LeChonké
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- LeChonké
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Given the edits i made to the OP (no longers heals you, instead makes you broken AND the -50% action speed for everything ALSO affects vaulting), do we still think it would be too strong? Personally with all the debuffs of the perk, i think it would actually be pretty balanced and a very interesting perk, especially considering how it acts as a self-inflicted Bloodwarden preventing you from leaving the trial for 90s.
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To conclude, can we agree that this would be a healthy change for the perk? On the contrary, does anybody interoperate it as unhealthy?
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@Devil_hit11 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3606545#Comment_3606545
I rather they added a 2.5% haste bonus permanently for equipping the perk. It would be good perk where you can use this perk instead of bloodlust and if you hit someone, you get 5% haste for 10 seconds.
The perk would read something like following:
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You move with a speed and fury that makes blood run cold.
You no longer gain bloodlust Status Effect.
Grants 2.5% haste status effect.
Successfully hitting a Survivor with a Basic Attack grants you a +5 % haste Status Effect for 8/9/10 sec
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right now the upside is not rewarding enough and downside is not worth playing into.
1.025 X 115% = 117.875% . . . killers would be 17.9% faster than survivors for the entire duration of the match. That would be beyond game-breaking just on it's own. It would be the most meta M1-killer perk in the history of the game. MadeForThis all over again XD.
I think it would be unwise, personally.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/399928/rapid-brutality-rework
Ehm... you do realise that even though you are slowed down during the weapon wipe animation you still get the 5 % haste and it does not matter whatsoever when you receive the 5 % haste effect right? And by decreasing the duration of the perk from 10 to 9 seconds you are basically nerfing it...
The bonus distance gained does not change if you get it during weapon animation and 7 seconds after or if it only starts afterwards, it is a flat 5 % increase in speed, added to the current speed... Soooooo how exactly does your change do anything? Except for the bloodlust interaction?
Ehm... you do realise that 5% haste is multiplicative and not additive? Utilising haste while moving at a faster speed is considerably more valuable than utilising it at a slower speed. It is blatantly apparent that STBFL does increase the effectiveness of temporary haste. The 1 second reduction to 9s is so that the full period of the perk is 12s, making the perk UI cleaner (think of an analogue clock and how the 3 is perpendicular to the 12) and also because now you get 9s of uninterrupted haste, unlike before where it was interrupted by the successful attack cool-down, which is a concept that you don't seem to understand. It also prevents the perk from becoming too powerful given the reactivation of blood-lust. It's a net-buff, plain and simple.
Soooooo that is exactly how my change does something :D
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@JoeyDonuts said:
Good Lord no. The switching locker perk idea is kinda neat, if it were just in a two locker set, but not cross map. And definitely not a full heal. Even if there was a switch to the locker, there has to be a downside like being exposed for 20 seconds, because everyone would 100% be running that with Head On. Just too OP.
No one would run it with Head On because Head On wouldn't synergise with it - the teleportation is instant.
As for making the survivor healthy . . yeah that might be a little strong. However, i stand by everything else completely.
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' are** reduced by'
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@moulesfrites said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3593656#Comment_3593656
They were. Back in the days, Twitter were full of Hillbilly complaints and so it was on Reddit and Dead by Daylight official forums.
That's a shame. Billy was the most fun killer to play against so why complain about him. Guess they got what they wished for :/
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@LOL_LMFAO said:
Let's be honest. They reworked hillbilly because survivors complained about him. Simple.
People were complaining about Nurse and Spirit but never Hillbilly. The rework was out of nowhere and I don't really recall anybody asking for it. It was so out of nowhere and the backlash from it was insane, but they still followed through for some weird reason :/ biggest tragedy in DBD history imo
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@TheGoodGuy said:
BHVR stopped caring about fun, that’s why we got MMR. I support your efforts but if Freddy taught me anything, it’s that BHVR always double downs on terrible Killer changes. If your not careful they might add a new mechanic where Hillbilly occasionally trips while chainsawing, just saying~
Maybe they just need some help with good suggestions from experienced players? I'm sure they're doing their best.
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@Aven_Fallen said:
"-Remove the overheat mechanic entirely."
Yeah, it can be removed at this point. During its introduction, I thought it was good that it was added. But it was probably enough to remove Cooldown-Add ons and remove viable Chargtime-Add On. Because back then Hillbilly was too forgiving.
And since its introduction, the Overheat-Mechanic was nerfed a lot, it is barely impactful. You basically have to try to Overheat.
"-While chainsaw dashing, increase FOV by 20%. Stacks with FOV perks."
I really dont know about this one. For me, I also need the FoV when playing him normally or when revving, because otherwise his FoV is really awkward. But I also use the Chainsaw A LOT, so I think it will be really unpleasant to play him with constant FoV-Changes happening whenever you use the Chainsaw.
"-Once per chainsaw dash, pressing M1 will increase the turning rate by 5x for ⅕ of a second (0.2s), allowing for a singular, very sharp turn. Immediately after pressing M1, your FOV decreases back to normal, a sound que is played and the chainsaw will only be able to injure healthy survivors for the rest of the dash, but will still down injured survivors."
I dont really understand this. This sounds like an easier way to curve, but with less benefit. E.g. you can press 1 to curve in an easier way, but dont get an Instadown. If this is the case, I would be against it. But as I said, I dont fully understand the suggestion.
"-Decrease the sound of the chainsaw from the perspective of the Hillbilly by 50% of what it currently is."
Yep, agreed. It is painfully loud.
"-Make the Hillbilly 20% larger."
Meh. I dont care to be honest, but would lean against it.
"-Decrease the size and shape of his chainsaw hitbox."
Yes. I feel that his Hitbox is enormous and it makes maneuvering around some reworked maps challenging, because you can get stuck on the smallest twigs.
"-Pretty much rework every single add-on."
Agreed. BUT - I dont really know what to give him. IMO he should not have any Chargetime- or Cooldown-Add Ons. And if we look at this, there are not many stats which can be improved. And I dont want boring Add Ons like "Chainsaw Hits inflect Mangled/Blindness/Oblivious/Hindered/Hemorrhage" or similar things.
I feel that Hillbilly being one of the more simple designed Killers (simple designed, not simple to play) only has limited room for Add Ons. Especially if they should not increase Chargetime or Cooldown. (The last part is totally my opinion, but I think that things like Instasaw and the fast recovery after missing made him really a bit too good back then)
I really appreciate the thought and detail you put in your response! Here are my thoughts on them:
- I agree with you that the FOV changes could be disorienting and that it shouldn't be implemented. A FOV-related addon might be interesting as it would be optional to use.
- The new ability acts as a secondary curve, performed after the primary curve. The idea is that it incentivises chainsaw-use against injured survivors who refuse to heal, without it being oppressive to healthy survivors! It also massively increases the skill-ceiling of the killer and provides chainsaw-oriented counter-play in anti-chainsaw loops, which happen to be most loops in this game. To help visualise it: With this ability, you could curve in a Z-shape if you wished to.
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@BlightedTrapper said:
They just need to let us see our teammates perks so we can properly coordinate. Wake Up should also increase gate opening speed by 50%, the current speed increase won't help at all in 99% of matches.
True, but then Sole Survivor loses it's place. Perhaps that perk need another rework as well.
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@BooperDooper said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3591357#Comment_3591357
Ah well. Everything else still applies.
Also you didn't edit that in? I swear I don't remember reading that initially, and someone said the same thing, soooo I'm not the only one.... but anyways.
No, i never edited that in. It was there from the beginning.
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@WiseTraveler said:
This cannot be added to the game. Survivor will abuse this to kill their entire team. It's the same reason why when you heal a teammate if they press shift and hold w it cancels the heal. The heal is so sensitive to touch because bhvr doesn't want people abusing it to stun your teammate to get them killed. Same instance with wake-up you can't have a perk that kicks people off the door because then people will purposely take you off the door and then not open it.
If this were to come to the game I would abuse it myself to demonstrate how bad of a function this would be.
A more intelligent and constructive response would have been to suggest something along the lines of "you can only kick a teammate off the exit gate switch once per teammate to prevent spam-abuse" and "remove collision at the exit gate switch so you can't get kicked off and then held hostage by body-block" as opposed to "If this were to come to the game I would abuse it myself to demonstrate how bad of a function this would be." These kinds of constructive suggestions would be very appreciated.
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@BooperDooper said:
omg. imagine trying to complete a ritual, tome challenge or achievement and someone just kicks you off the door... I would cri 😭 Also imagine 2 people with wake up kicking each other off the door so they can open it instead... sounds efficient 😂
2 people with WakeUp! would not be able to kick eachother off, as very clearly stipulated in my original post.
" If you have WakeUp! and the other survivor does not "
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@Rokku_Rorru said:
I just want it to work while walking again tbh, it makes no sense that it doesnt LOL
Fr bro. I was playing on Hawkins earlier and just walking on those metal catwalks made soo much noise but then i start running with L-F and suddenly i'm completely silent. Just a bit weird i think.
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@Mooks said:
Yeah. Make soloq even more miserable and give trolls a new ability. Especially considering opening an exit gate with a specific character are daily rituals..
out of curiosity, would two survivors both with Wake Up! Be able to kick each other off the gates consecutively?
" If you have WakeUp! and the other survivor does not "
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@COLF44JC said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3590647#Comment_3590647
I don't think this is a good idea because 48m is a long way and if you're in chase you probably won't have time to reach it. Don't even nerf the perk
That's exactly the point. It shouldn't be a potent chase perk. It should be a PRE-chase perk that allows you to identify dead-zones, strong-zones BEFOREHAND and rewards you in proportion to how good your memory is, adding a skill component to the perk and disabling auto-pilot. This is why it is a fantastic rework.
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My rework suggestion:
-Show pallets and vault locations outside a 48m range.
As it stands, the current Windows completely takes away from the resource memorization aspect of looping, so reworking it like this forces the survivor to memorise pallets and vault locations well-before they chase there.
Basically, no more auto-pilot. Survivors actually have to use their brains.
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I think a limited-time game-mode where all 5 players get 2 random perks (from the whole perk-pool, not just from what they own) and then 60s to select their last two perks would be very fun.
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I think it should work when Healthy and Injured, but not when afflicted by Deep-Wounds. It shouldn't have that 20s cool-down either.