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Leatherface Buff Concept
So this might be better or worse for his power but it's an interesting concept I was thinking of. What if Leatherface's power was changed so that after breaking a pallet with his chainsaw, his chainsaw attack continues rather than being cancelled. This, in theory, should mean he becomes much less loopable, and makes his chainsaw a much more devastating tool, as he can punish greedy survivors. He would still need buffs to the time it takes for his chainsaw attack to reach max speed, and potentially the charge time of his chainsaw. Would this power be too overpowered, or would it make him worse seeing as he'd be forced into the chainsaw cool down if a pallet is broken with a chainsaw, allowing survivors to gain distance if a chainsaw hit isn't landed? I'm eager to hear your thoughts.
Comments
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It sounds too powerful, those pallets are the ONLY thing Survivors have to defend themselves against him and if they cen't stop him mid chase then nothing can and it becomes a losing battle.
I made another post a while ago that didn't enough traction for some reason but I was thinking Billy or maybe Leather should get an add-on for their Ultra that lets them...throw the saw.
They could charge up a twirl and then throw the saw forward, if they miss they'll have to pick it up, if they get a hit then it comes back auto when you pick them up.
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That's a cool concept, although they would have to make it quite difficult to land a thrown saw hit, otherwise it'd be more broken than iridescent hatchets, and people already complain about those enough.
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Yeah throwing the saw would have a short range and a low arc since the chainsaw is heavy, but the hit box would be huge and that's to compensate for the short range.
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I'd say that'd be pretty fair then, although I've never seen devs take suggestions in regards to add-ons, so we can only dream.
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honestly the idea of leatherface chucking his chainsaw makes me laugh. imagine a big, lumpy boy flinging a sharp stick LMAO
but this does seem ideal to me, though it might make him a little too overpowered. a balance suggestion would be to make his chainsaw cooldown slightly longer if he breaks a pallet mid-chase. kind of like him taking time to recover from excursion.
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If you threw the chainsaw it would get destroyed and you would have to pick up another one from a locker
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I think this would have to be the case. The pallet breaking animation should consume some of the chainsaw attack time so that it's not completely busted.
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I still think bubba should bounce off walls, gaining momentum and speed in his rampage mode but decreasing control (rewarding good play, knowledge of loops and calculation of angles and angular momentum)
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When does the chainsaw dash end then?
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i would assume after his normal chainsaw time. (5s i think?)
though my issue with this is, it has less of a penalty and rewards mistakes, which is why hillbilly has a cooldown after bumping into objects.
so how would we make this work? well, its up to the ideamaker, i'm just sending my input. :0
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Yeah after his normal chainsaw time, where bumping into things will simply extend that slightly. it would also be cancel-able, which canceling the chainsaw would enter the tantrum.
the penalty would be the lack of control from bumping into something :D you'd go in the opposite direction and essentially be unable to course correct, whilst it also being a strength, allowing you to predict a survivor might move around a corner, allowing you to "bounce into them". if you miss, your penalized by losing distance on the survivor, or possibly bumping into another wall which will gain time in both chainsaw and cooldown.
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there's another issue with that; that's a little too large of a punishment when it comes to bouncing off of walls, and would force leatherface to become a bit of a M1 killer if that was the case, since using the chainsaw in, per say, jungle gyms or woody areas, would be too risky. a better alternative would simply be just forcing him to bounce off the wall and change directions, and if he hits another wall, he continues his tantrum, but with no added time to the cooldown.
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Thats what i mean, i just meant the first bounce would extend the cooldown after he commits to bouncing.
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ohh okay! you didn't exactly clarify that well in your initial post. ;w;
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No..if anything his chain saw b.s. is op..and get rid of bbq and chili. Esp when they are using lag and wall hacks already. About to throw game out...sweaty cheaters ruining it.
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I want to see that in PTB. People already hopping on the 'sounds-too-OP-train' but remember, we have Spirit and Nurse. Why not Leatherface, Spirit and Nurse?
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My thoughts exactly. In my personal opinion, all killers should be balanced to be as powerful as Billy or Huntress, so giving a bad killer a threatening tool is more than reasonable.
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You probably haven't been playing very long then if that's how you feel.
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That's where you're wrong kid..as survivor I get to rank 8 and can't go any further..its frustrating as he11..8 to 10 and back until reset..few months ago I get in rank 1 with effort no doubt...but something has changed and it's turned the game stale for me.
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Well yeah, they made it harder for survivors and killers to pip a while ago. I personally find that Rank 1 survivor is too easy to achieve, but that's my opinion. Regardless, leatherface is easily the worst killer in the game, so to say his chainsaw is OP is, to me, surprising.
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When they use it to one hit down everyone the entire match ...too easy imo.
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Leatherface can only make use of his chainsaw if a survivor gets caught without a window or pallet. By simply understanding pallet and vault placements and learning to loop he is easily outplayable.
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