Home Dead by Daylight Forums Discussions General Discussions
Reminder for Forum Users, please do not share codes here. This is something that is expressly against the rules of this forum.

Stats assumptions about Hillbilly's overheat

ZerLukasZerLukas Member Posts: 295

The first thing I want to say is that I don't like the idea of the overheat at all. It is a nerf, it is definitely not "minimal" and it feels completely unnecessary to me especially considering that the devs say they are fine with Hillbilly's performance.

But whether the overheat will hurt Hillbilly or not is really up to the stats and numbers. Obviously we don't have them yet, but we can assume some by looking at that small snippet devs gave us.

A few things to note:

  1. This is pure assumption. I might be wrong!
  2. That snippet used 2 addons. The brown one is a new boots-like icon so it likely is the new Dad's boot addon and thus doesn't affect the numbers below but the other addon is Thompson's mix which might have its effect changed. That means that the base overheat stats might be worse that what we see.

So what I gathered from the snippet:

  • It will take around 50-60% of overheat to sprint around the map (in the snippet Billy sprinted for less than the full map but he did it in a curved line. It also depends on a map so like everyone else Billy will have more of an advantage at smaller maps)
  • Fully charging and initiating a sprint will take around 25% of overheat. (that means that every attempt at a chainsaw hit is 25% overheat - at least without addons it is)
  • Revving fills overheat about twice as fast as sprinting. (in the snippet it took about 8 seconds to get 25% overheat while sptinting and 4 seconds while revving)
  • Overheat cooldown is apparently 12 seconds. (it took 3 seconds to get at -25% in a snippet. We don't know how fast will overheat meter decrease if it's not fully charged but I assume it is around 15-24 seconds - I'll be seriously surprised if it is more than twice as long)

So from what I see it does seem like a serious nerf for everyone except for maybe around 10% of the best Hillbilly players who hardly ever miss and thus won't feel the nerf much. Everyone else from beginners to average players who miss from time to time will definitely be affected.

While it's unlikely to make Billy unplayable or that much worse it definitely feels like the Nurse nerf a lot. And I'm 100% not looking forward to it.


  • ad19970ad19970 Member Posts: 4,785

    Pretty sure if the overheat turns out to be way too fast then the devs will make changes to that, so Billy doesn't actually become weak at loops.

  • ZerLukasZerLukas Member Posts: 295

    Maybe. With the current numbers it seems likely that you'll have 1-2 attempts at a curve attack before you go overheat.

    Also breaking pallets with a chainsaw seems to be not viable at all unless you'll be using the new ultra rare.

  • KingFrostKingFrost Member Posts: 3,014

    I think the Devs want to try to bring the killers closer together, which in the long run should help the balance of the game. Yeah, it kind of sucks they're nerfing Billy. But he's a strong killer with lots of map mobility, an insta-down and little downside. Then look at Legion, who has limited Map Mobility, can't see scratch marks in Feral Frenzy, has a cooldown, and his power is cut in half any time he M1's someone which is ALSO the ONLY way he can actually down someone unless he's playing a literal potato who doesn't know how to mend or run. Imagine trying to balance the game for BOTH of these killers (and these killers alone -- not to mention every other killer in the game). Anything they do to make the game better for killers, becomes disproportionate for killers like Billy as opposed to killers like Legion.

  • DwightOPDwightOP Member Posts: 2,328

    Like they did with Nurse when everyone said the base cooldown is to long and that she needs the addons to compensate now? And then it turned out it was bugged and faster as supposed to be? And then the devs fixed that bug and made her cooldown even longer? Yeah I have hope in these devs lol

  • ZerLukasZerLukas Member Posts: 295

    I agree that Hillbilly and Legion are not on the same power level but to me Billy was fine and balanced while Legion was weak. So the better course of action would be buffing Legion. And no, you absolutely can do changes to Legion that won't affect Billy at all - buff his power or/and addons directly without touching any common mechanics.

  • PrettyFaceKatePrettyFaceKate Member Posts: 1,706

    It's all hypothetical until we try it, but 2 attempts for a curve are not bad at all. I don't think I have ever need more than that, or else I'm wasting time at the loop and I might as well rotate or m1.

    Everybody is concerned about the curving potential, but it's starting to look like curving at a single loop is not going to be much different when considered in isolation. The nerf might come more into play when looping AND mobility are linked together. I.e. it's gonna be more restricted when chasing right after traversing the map, or trying to traverse the map after using the chainsaw for a chase.

  • Speshul_KittenSpeshul_Kitten Member Posts: 1,861

    I wonder why the devs decided to show Billy with add-ons but Leatherface with none 🤔

  • Chewy102Chewy102 Member Posts: 590

    That's assuming you didn't use the chainsaw for map travel. Doing that means you likely have a single attempt, if that. So if Billy uses his power for map travel, he needs to wait for heat to drain. But if he saves his heat for curve attempts, he can't sprint to travel the map without a near certain overheat during traveling.

    The way I see this change as presented so far is that Billy is only gonna be able to use half his power. Mobility or one shots, not both. If true, that will destroy Billy and ruin his potential.

    Much like what happened with Nurse.

  • ZerLukasZerLukas Member Posts: 295

    I think I actually didn't take everything into consideration. It seems that even 1 attempt at a charge attack will cost at least 25% of overheat and that's just revving to fill the meter fully without holding it. Overheat also cancels revving instantly if it goes 100%, so basically you'll be unable to use chainsaw and will be punished if you try at 75% overheat and above.

    Considering that usually Billy initialtes a chase after sprinting to a further gen (at least I do that, if you don't then maybe it will affect you less) he'll be around 50% overheat or above. That gives you only 1 try at chainsawing someone.

    So overheat might be even worse than I thought initially. And if you for example sprint at a gen and find noone there you'll have to choose whether to sprint to another gen and almost guaranteed to be at above 75% overheat becoming a basic M1 for some time or walk there, giving up some of your map pressure.

    I really hope that I'm wrong and at least some numbers here are better than what I assumed. Because if I'm correct the changes are nowhere near being "minimal". It's a big nerf.

Sign In or Register to comment.