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Yamaoka

Yamaoka

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Yamaoka
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  • @6yXJI0 said:

    I thought that Bubba was mega strong, 4k almost every game. Until that one Laurie... who i chased through 5 gens. Then i realized how good some survivors can be and having a basic tile knowledge can completely remove my m2 power.

    I don't play Leatherface often after that one game, it stil hurts.

    I wish everyone made this experience at least once. The thing is most people can't loop so Bubba eats them instantly making it is easy to think he is super strong or even TOO strong.

    Personally I usually loop Bubbas for at least a minute or two OR I make them straight up DC.

    I made a red rank Bamboozle Bubba rage quit a while ago as I chained strong windows together making it mechanically impossible to get me with the chainsaw. The counterplay is so easy I can't believe people manage to die in seconds against him.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867483#Comment_1867483

    Having a discussion with a bad actor is no conversation at all.

    Now you know what it feels like reading suggestions like removing an instadown killer's instadown just because someone managed to beat potatoes. Imagine those people exist and feel like what they're saying makes sense in a game where 2-hit killers literally ALWAYS have something to help them get hits.

    Think before you speak next time. Bye now.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867462#Comment_1867462

    Ah, the good ol' true scottsman fallacy. You're not worth having a conversation with.

    So the answer is no. Thought so.

    Also nice overly dramatic reaction to a normal question.

  • @konchok said:

    https://forum.deadbydaylight.com/en/discussion/comment/1867130#Comment_1867130

    Watching OhTofu play speed limited Bubba made me realize that even without the ability to one shot down, he can still one shot down if the attack lands just right. I wish that Bubba was speed limiter by default. He would 100 percent need other changes to keep him viable but it would in my opinion fix all the things that make bubba unfun to play against.

    Can you show me a match where OhTofu faced actual survivors that knew how to loop? Everytime I watch him he plays against complete potatoes who wouldn't even win against a 115% M1 killer with no power.

  • @scottymo said:

    https://forum.deadbydaylight.com/en/discussion/218479/bar-b-que-and-chill-is-it-op

    https://forum.deadbydaylight.com/en/discussion/comment/1865570#Comment_1865570

    Are you new at forums? Let’s stay on the topic not the commenters. Petty and weaksauce substitute in place of any substance. So about BBQ... Nowhere near the only thread about this...

    Well, seems like the answer is obvious. You're either new to the game or just trying to bait. I'm not gonna fall for that this time.

  • @C3Tooth said:

    I dont mind if survivor get time to flashlight save their team mate.

    I mind the Killers' eye placement

    https://us.v-cdn.net/6030815/uploads/XATRMF2QP2T1/image.png

    That's way too accurate hahaha 😂

  • @scottymo said:

    Let’s stay on the topic and not attack the commenter. That’s just a lazy and poor substitute for an actual argument or counter point. Its also hinges on trolling.

    Healthy is an understatement. It’s in most killers toolkits. Interesting how you sidestepped my point about the high number of killers that use that perk. I cannot pin down a stand out survivor perk that I see we’ll say 75% using like bbq. Love to see the game data on that perk and the percentage of matches it shows up. Bet EYE popping...

    No one attacked you. I asked if you are new. That's a normal question.

    Also even if BBQ was used in literally 100% of all matches it would not be in need of a nerf because of how healthy its design is.

    1) it reveals the aura of survivors that are more than 40 meters away from the position of the survivor you hooked. Using this information effectively forces you to leave the hook making it an anti-camp perk.

    2) its bloodpoint bonus is generated by hooking EACH survivor once making it anti-tunnel to some degree.

    3) you can easily hide your aura by sitting behind a generator, hiding in a locker or by waiting inside the killer's terror radius since BBQ only reveals your aura if you're more than 40 meters away from the hook.

    4) even if your aura gets revealed the effect only lasts for 4 seconds. You can literally just walk in one direction for 4 seconds and then go the other way making it impossible for the killer to find you unless you leave scratch marks everywhere.

  • Are you new to the game by any chance?

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865466#Comment_1865466

    Who's saying bubba is brainless to play? I quite enjoy vsing and playing as him because he's a very fair killer, provided there's no facecamping involved.

    Regardless, missing and failing to get multiple downs is a few big mistakes which you should be punished for. Of you can't down someone, why should you be rewarded? Especially if you're vsing a good 4man. People don't seem to understand that you are and as should be penalised for making mistakes against a good opponent. Same goes for a good killer, who will definitely punish you if you make a mistake in a chase or give a free down/hook.

    That wasn't a 4 man SWF team (if that's what you were saying). Check the lobby. She had to wait for a 4th survivor for a while and I think one of the other survivors quit the lobby before another survivor joined so it was probably just a bunch of solos or maybe 2man.

    Anyways I was not trying to say she deserved a 4k but shouldn't an experienced killer get at least let's say 1 kill even with a few mistakes (especially with some slowdown and a decent map)?

    Or should the game literally be either 4k or No-k ? Under what circumstance should the killer 1k, 2k and 3k?

    You know what I mean? The game seems like you're either stomping OR getting stomped - rarely something in between. Or is it just me?

    As for Bubba being fair I obviously agree. He just punishes outpositioned people and those that mess up their loops. Mechanically he is what most killers should be like. He can't ignore pallets and windows BUT he is still dangerous if you don't use your resources efficiently.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1865402#Comment_1865402

    But was she playing well? Just because you're a good killer doesn't mean you will play well every game and deserve to win every game, lets also not forget that at the end of the days she's a huntress main.

    I admit she messed up her anti-looping attempts with the chainsaw a couple times (especially when she tried to backwards anti-loop and crashed into the rock resulting in a tantrum) but if a few mistakes justify a 4 man escape / 0k even when you're a streamer that lives and breathes DBD since... Basically ever - then it just goes to show how unforgiving killer gameplay is especially if you play any killer other than your main.

    She even ran Corrupt Intervention which feels huge to me as I usually don't run any slowdown stuff.

    Also don't people usually say Bubba is brainless easy to play? How did she then lose as Bubba with slowdown on Shelter Woods? That's an amazing map for Bubba.

  • @VexTheHex said:

    Delusional posts do not help one get better at the game. Killers have been buffed over the years, survivors have been nerfed. I dropped my old main cause the game was too easy. And I still can 4K regularly with Wraith (Overcharge is his only gen perk) and Twins. (I did pick up Demo again recently and struggle with him tho, but I also don't got perks on him) I cannot even fathom the mind set of people who main strong killers and still lose.

    Quote: "I cannot even fathom the mind set of people who main strong killers and still lose."

    I'm not trying to sound rude here but if you faced decent survivors you would understand why some killers are acting like the game was heavily survivor sided.

    Even 1 million hour streamers like Umbra get destroyed every now and then using strong killers like Bubba or Hillbilly.

    Last time I watched her she literally got a 0k as Bubba on Shelter Woods (even though that map is still a huge deadzone for the most part), then a 1k as Hillbilly one match afterwards.

    http://www.twitch.tv/umbra/v/860647600?sr=a&t=17271s


    If the clip doesn't work, here's the link. Bubba match ends at 4:47:00 and the Hillbilly match comes right afterwards.

    http://www.twitch.tv/umbra/v/860647600?sr=a&t=17267s

    Those are strong killers and Umbra is an elite level killer main. Also Hillbilly is her second main just behind Huntress and she's played a TON of Bubba since and before his rework so lack of experience isn't a factor here.

    If survivors play well you WILL lose even when playing strong killers. Also if you check the lobby she had to wait for a while for 1 or 2 survivors to join so it wasn't even a 4man-SWF team or something. These were just good survivors.


  • 115% base

    + 4% NOED

    +15% PWYF

    +10% speed bottle or is it +10% OF THE COMBINED speed ?

    Big boy is gonna be fast as BEEP.

    Does Clown lose PWYF stacks when you throw bottles?

  • People will probably run Undying, HEX: Devour Hope, Pop Goes The Weasel and BBQ.

    Match will be pre-undying slowdown meta (minus Corrupt) until you hit 3 stacks then you get your devour-hope progress AND your pop goes the weasel gen regression more quickly via instadowns unless people stop pumping out gens to get the totems out of the way which again functions as a slowdown.

  • @Snow_Lep said:

    https://forum.deadbydaylight.com/en/discussion/comment/1862109#Comment_1862109

    Exactly the point my guy. Did you just read the title and felt like answering because I didn't include a TL;DR?

    Got a bad habit. I tend to reply to titles and then read the thread afterwards. Having read everything now I obviously agree. Also I like your explanations.

  • DBD doesn't have power creep on either side... Nurse is still the strongest killer in the game and most of the meta perks are literally multiple years old.

  • If you have the option to break line of sight on a loop just spin around like a maniac so your sounds and scratch marks are all over the place.

    It often makes Spirits come out of phase less accurately often allowing you to get to the pallet while she is on cooldown temporarily forcing her into a chase at 110% movement speed.

    I tried that on Azarov car pallets. It worked on different spirits. With no line of sight she can only guess where exactly you're standing behind the car (for instance) so when Spirit goes into phase and phases behind the car she will see scratch marks everywhere and your sounds will go left/right/left/right.

    As a result her phasing SORT OF becomes a guessing game for herself. It is not a 100% counter but as I said it worked for me multiple times on different Spirit players.

  • Finally we will get to see what Clown used to be like in his prime!

    https://youtu.be/AXrHbrMrun0


  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1859904#Comment_1859904

    As pointed out in another thread, Clowns speed only goes from 4.6 to 5 metres per second. With only 4 bottles, and probably only having an active effect that lasts as long as tonics (2 seconds when out of the gas AOE), then it’s likely that the 3 second reload is going to cancel out any time saved once every bottle is used to get somewhere.

    Hmm yeah you got a point but I guess there's gonna be new addons affecting the speedy bottles possibly allowing you to make them viable for mobility.

    The devs love to keep low to mid rarity addons about power values so I think there's gonna be a yellow or green addon increasing the speed buff or effect-duration.

  • I mean if you aren't sure about the speed bottles you can always just use them to get around the map to defend gens so that's an easy to use buff.

    As for using the speed bottles in chase we just gotta wait and see. The PTB will show what the speed increase can be effectively used for in chase. Otz will probably test the speed bottles at every single loop in the entire game lol.

  • Oh boy... New Clown speed increasing bottles + NOED speed buff = Formula 1 instadown

  • I'm excited.

    Most of the changes seem interesting.

    The new HUD and MMR will be take a while to get used to I think.

    The Clown rework seems quite creative and strong.

    Hopefully he gets his own chase music, too.

    Can't wait.

  • @Mandy said:

    It doesn't just increase the speed of the suvivors, it increases the speed of any player affected by that gas - so for one it's a great way of crossing the map as the Clown, it can also be used skillfully in chases, it can be used to try to bait a survivor to go where you want them to go for example.

    That was my first thought. The speed increasing bottles can be used for mobility. It will allow Clown to get to a gen in time after hooking a survivor and possibly make the difference between the survivors popping the gen in your face or you popping the gen with Pop Goes The Weasel.

    That can be huge.

  • @Aneurysm said:

    "If you fail, you get punished - simple as that."

    It really isn't as simple as that, this game has plenty of ways to reward you for failing and punish you for succeeding. Throw in the ridiculous amount of issues with matchmaking, bugs, hit detection, optimisation, and unbalanced stuff on both sides and the "punishments for failing" are a small portion of the punishments you'll receive in general.

    Not to mention the impact of "luck" in DBD.

    You can have Ruin and a survivor spawn together - literally together AND on the other side of the map from the killer's spawn location. Now that match becomes a 3 perk game by default just because of 1 single luck-factor.

    OR

    You can be in the middle of a chase and JUST before you get hit someone cleanses HEX: haunted ground. Now you're going down instead of getting injured quite literally again because of 1 single luck-factor.

  • @Selliato said:

    Sorry but clearly the only toxic person here is you.

    You want to concede the game and be done with it ? DC and deal with the penality.

    And if losing in a game it's for you wasting time maybe you should do something else.

    Giving up is toxic ?

  • @TheClownIsKing said:

    https://forum.deadbydaylight.com/en/discussion/comment/1858000#Comment_1858000

    Against my better judgement, The Twins.

    I was 3k 4k’ing again the moment I switched back to Doc n Clown. I just have to accept that for any killer that has a power that travels in a straight line, they’re just not for me.

    All projectile type of killers are kind of inconsistent on a controller I guess.

    I was hoping that new gen consoles would make projectile killers more reliable due to the high fps and no more stutters etc

  • What killer did you play when you gave up? Just curious.

  • @Rydog said:

    https://forum.deadbydaylight.com/en/discussion/comment/1857966#Comment_1857966

    Former editor for multiple video game magazines and websites here.

    What you're saying in this post, it just simply isn't true at all. The people who write for enthusiast outlets -- like PC Gamer, IGN, GameSpot, and what-have-you -- are largely gamers first, and writer/editor/whatever their job title is second. They came to it because they love the games, and have the perspective of a passionate enthusiast (believe me when I say they didn't get into it because the job paid well). Note that this might not be 100% the case with a non-enthusiast outlet (think Newsweek or Wired or something), but I assure you that those kinds of places definitely dip into the same freelancer pool, too.

    The thing about reviewing games on a deadline is that it can sometimes be very hard to get a complete, really accurate picture of absolutely everything that a game has to offer, especially when it has some sort of complex/emergent multiplayer component or an extremely broad scope. I can't speak for the PC Gamer reviewer and have no idea what the terms of the assignment looked like, but this review barely cracks 700 words, and that is definitely not enough space to cover everything with a game like this. This is someone who probably has what the 2,000+ hour players here would consider a very surface-level knowledge of the game.

    I can see how a relatively inexperienced player would, say, find Ormond to be a killer-sided map because it is bright. That is because the game communicates some very wrongheaded information to players, and a reviewer doesn't always have the space to sort all of that out. Game developers do a very poor job of onboarding their audience and providing reviewers with strong support, and this leads to a lot of avoidable misconceptions. I'm not laying any of this at the feet of this particular reviewer or outlet, I'm just explaining how the review process for a game like this can lead to a review that doesn't capture the whole picture.

    Thank you for giving me a better idea about all that. Appreciate it really.

  • It is... People that write articles usually aren't gamers but plain journalists so if they have to post something about a specific game they'll just watch a few clips and maybe try it a little before doing their work so they usually have no idea what they're talking about but people that read them articles usually have no clue either so no one notices.

    A german DBD article mentioned how unfair original Ormond was claiming it was too easy to find survivors due to the bright environment making it a killer-sided map.

  • @Grandpa_Crack_Pipe said:

    Hard to knock someone out with a chainsaw

    Even harder to knock someone out with Freddy's knife glove lol

  • How long did it take you to get used to that high sens? I'm still trying to get used to 90 at the moment but keep feeling like a human fidget-spinner.

  • What sensitivity are you using ?

  • @Wesker09 said:

    I would play killer more if it wasn't boring. I've been running ruin + undying + tinkerer + bbq and I win pretty much every single game so I got bored and now I play mainly solo survivor which is an awful experience still btw

    No offence but I don't think you've ever actively played killer to be honest. Literally all of your posts are survivor complaints.

  • Legion.

    I know his power can't down me so it's a brainless M1 chase at the end of the day so I know straight away I will cost them 1 minute per chase which is all it takes for a 4 man escape if everyone's pulling their weight and doing gens.

  • Ruin was nerfed/changed/reworked because experienced survivors would hit great skillchecks very frequently nullifying the hex to some degree whereas old Ruin would make matches unplayable for new-ish survivors.

    The current version of Ruin has the same effect on new AND experienced survivors as its strength comes down to how frequently the killer manages to interrupt the repairs.

    The change was pretty smart in this regard.

  • First killer I mained was Huntress back in 2017.

    Started maining Leatherface when he was released and have rarely touched other killers since (although I've tested pretty much all killers at some point throughout the years).

    Even when the community considered Bubba trash-tier I saw his potential as he's the only killer that can mindgame with complete movement control whilst using an area-of-effect instadown. I've always loved that concept.

    I'm still maining him despite his rework which made him more "mainstream". Will probably main him forever to be honest.

    All the other killers quickly become boring to me.

    The only other killers that somewhat interest me are Oni and Pyramid Head.

    Pyramid Head because I have been a Silent Hill fan since my childhood but his power feels clunky and unreliable. Also since he is a 2 hit killer people tend to hold W every single time forcing me to walk after them in a straight line for hours or switch targets. That becomes boring as hell after a while. You hit them through the wall and then see them sprint across the map. Very fun.

    Oni because he too has an area-of-effect instadown with "some" movement control, "some" tracking via blood orbs and insane mobility. Also his overall design and chase music is just awesome but if people don't greed pallets and loop flawlessly he won't get his power early on making him an ordinary M1 killer. That too becomes boring after a while.

  • Are next gen consoles still having fps issues?

    *silently cries in XB1 low fps and frame drops*

  • Hold up. Not saying the dedicated servers are great or anything but you clipped that during Kill Your Friends.


    Doesn't Kill Your Friends still work via P2P and runs off of the inviting person's connection ?

  • So what's your proposal ? Just complaining about something isn't helpful you know.

    No one likes getting facecamped at the start of the match but if no one comes up with a fair solution then what's the point in complaining about it ?

  • Something in between.

    A killer should have a skill cap high enough to allow for a legit "master level" but still low enough to allow for "consistent performance" once you put enough time in said killer.



    Example for a killer with too high of a skill cap:

    Imagine there was a killer that could nuke the map if you hit the power key/button as soon as it's ready.


    The explosion radius depends on how good your timing is. If you time it averagely well it has the explosion radius of a peanut making it useless.


    If you time it precisely at 0.1 sec as soon as it's ready the explosion radius covers the entire map and kills everyone.


    That skill cap would require superhuman reflexes making the killer both broken+op AND inconsistent+anti-fun

  • Against good teams camping/tunneling is a free win for survivors.

    Slugging is only effective if people refuse to split up and don't run anti-slug perks like Unbreakable.

  • No, it's not real.

    The devs adjusted 110% killers ages ago to have the same lunge as 115% killers for the sake of consistency.

    They wouldn't alter 1 specific killer's lunge just because of visual differences during the hit animation.

  • The good thing about being a (console-) killer is you can disable crossplay and your queues will still be instant as long as you're on decent ranks.

    So if you feel like there's too many hackers at the moment just disable crossplay for a while until you feel comfortable enough to enable it again.

  • I did face some ridiculous teams a few weeks ago. The quickest team pumped out 5 gens in 3 minutes and 8 seconds.

  • @TheClownIsKing said:

    Clown. It’s becoming increasingly easy to down survivors the more experience I accrue with him. Survivors that don’t care about stealth, or are just not good at stealth die very quickly in my matches, no matter how good they would usually be in a chase because I screw with all of their chase options as Clown.

    As awkward as this may sound: I really like your dedication to Clown. It's oddly satisfying.

    @topic:

    Bubba. Ever since he was released he made me feel like an actual killer that survivors have to avoid at all costs unlike literally every other killer in the game. This feeling hasn't changed in all these years even though there's some killers that are mechanically stronger.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/1850151#Comment_1850151

    I would also like to see it, I've never heard of this and it feels fine in game to me tbh.

    I mean they COULD be right. I'm not running into a lot of Sprint Bursts lately but some people seem to enjoy balanced landing and last time I tried to outrun a Balanced Landing it looked like this:

    https://youtu.be/L6YY-SgJXYM

    If you look closely you will notice the survivor even got stuck on the rock for a brief moment AND I ran yellow chilli and timed all charges perfectly yet I didn't even get close.

    I'm still not sure, though - so I would like to see a source anyways.

  • @Fen said:

    Atm his first charge is bugged. That's a bug and it is already acknowledged by the developers. During the first charge Bubba feels incredibly slow, but then he regains his normal speed.

    Do you have a source by any chance?

  • A few years ago the swing animation would sometimes trump the DS animation allowing the killer to keep the survivor on their shoulder.

    Nowadays people just swing hoping that it will make you miss the skillcheck.

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