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New Billy nerfs are not enough
- [CHANGE] Decreased time before Overdrive starts to dissipate to 8 seconds (was 15 seconds).
- [CHANGE] Decreased Overdrive movement speed to 11.5m/s (was 13m/s).
- [CHANGE] Decreased Overdrive charges gained while revving and sprinting to 1.5/second (was 2/second).
- [CHANGE] Increased Chainsaw missed attack cooldown to 2.7 seconds (was 2.5 seconds).
Dev note: It’s been great seeing The Hillbilly’s rise in popularity! Now that he’s had some time to settle, we’ve identified a few aspects of his new Overdrive mechanic that could use some fine tuning.
Overdrive tended to kick in very frequently, staying active for a large portion of the match. These changes will make the Overdrive mechanic a little less common and provide less of a speed boost when it is active.
We’ve also increased the missed attack cooldown slightly to make it harder to follow up a missed Chainsaw with a basic attack.
My suggestions:
- Revert his initial turn rate back to .75
- Change lopro to a new effect
- Add overheat when within 12 meters of a hook
That's it. This would keep his power in check and he will still be one of the strongest killers in the game.
Comments
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I agree that his initial turn rate when in overdrive is what makes him extremely deadly, however giving overheat when within 12m of a hook would be too much considering how many hooks are on maps now
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I didn't even think he needed nerfs and you already want more?
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you're right . His chainsaw needs to explode and kill billy in the process after he uses it more then once .
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That third suggestion is just a bonus to make the endgames more interesting. There's other killers that can also make it pointless to attempt a save endgame, so it's a deeper root problem. The first 2 suggestions should definitely be implemented though.
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Seems like someone here doesn’t like Hillbilly being able to effectively defend hook during end game.
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Was just suggesting a change that would add counterplay to the endgame and not make save attempts pointless. Currently the best play is to just accept the person on hook is dead and take your outs if the billy decides to facecamp.
If majority of the playerbase believes it's a skill issue that the survivors weren't able to successfully get the unhook against a facecamping instadown saw billy that can't overheat endgame while AFC is deactivated w/o trading or worse, then it's obviously just a bad suggestion from me.
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I think the only additional nerf needed is something to lopro. That add-on is incredibly good with no downside.
I'd suggest that the pallet breaking effect remains, but if you use it to go through a pallet and hit an injured survivor, they go into deep wound and don't go down (so you can injure survivors with it but need to hit them three times to go down if you just rely on lopro hits).
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I'm dead
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idk but personally I thought he needed a cooldown
they literally miss and just rev up again and you better hope you were already almost close to a pallet the first time he missed
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I was expecting to see a punishment when this bastard misses a chainsaw attack.
He will still have NONE.
He is not like Wesker that can be heavy punished if he misses the second dash. Billy simply chooses to stop the dash next to the surv and he and almost instantly start another insta-down attack.1 -
The entire overdrive mechanic shouldnt even be a thing. He lost overheat, that was good enough and all Billy mains asked for over the years.
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i was expecting them to nerf it to 3 second or even 3.25
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I'm still not gonna be mad because it's PTB and because I have a much greater concern: the stupid update on Moris.
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Don't understimate those 0.2 seconds, since they make shack safer (a miss guarantees window now) and makes lopro even worse
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2.7 seconds of recovery time… That's 2.7 s x 4.0 m/s = 10.8 m of ground you, as a survivor, cover.
Plus 2.16 m/s faster movement than him for the same duration. That results in 2.7 s x 2.16 m/s = 5.832 m.
As far as I know the killer's effective lunge range is 2.5 m on a running survivor. Wind up time: 0.3 seconds of 0.6 m/s speed advantage (net distance of 0.18 m) and another 0.8 seconds of 2.9 m/s speed advanatage (net distance of 2.32 m).
So he would still need to catch up 3.332 m, which takes roughly 5.5 seconds. I sadly have no information about how the acceleration after a missed chainsaw works so this number will slightly differ.
For the sake of the argument I'll say the killer only needs 4 seconds to catch up (which I'm pretty sure is less than in reality). That still allows that survivor to cover another 16 metres. So all of this adds up to 26.8 m. That's a lot… So the idea that you have to be already right next to the pallet is absurd.
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don't need to do the math to know what it's like to be in chase against him when he misses a saw and starts up again not too far behind. It's a general complaint and probably the biggest about his chainsaw
also, you're not running away in a straight line. Once you see he's going into power you need to play whatever is near you and by then you should have already took note of what is around you to even play
good math tho
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Even if we were to assume, that you wouldn't run in a straight line (or running around a loop for that matter), it would still result in a lot of distance. That was the point of all this. To show that people 100% underestimate how far they actually get, which they do. You easily make it somewhere unless you're in a complete dead zone, which also wouldn't be a problem with the killer.
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