Avatar

Yamaoka

Yamaoka

About

Username
Yamaoka
Joined
Visits
12,808
Last Active

Comments

  • If something was wrong with Hag then SC would have posted a video about it. Do you usually play 115% killers? 5% speed difference feels like another world in this game.

  • Honestly if I see 1 hooked, 1 downed (typically next to the hook) and notice the 3rd survivor is about to get downed as well (typically near the hook, too) then I will stay on my gen just so I can get into a match with more competent survivors.

  • @Felnex said:

    Well it takes what, 90 seconds to repair a generator? If you were chasing just one survivor (and they didn't accidentally lead you to interrupt their teammates) then yeah, I'm not sure what you're surprised about.

    I really don't get what the point of this thread is. You failed to pressure survivors, and they repaired gens because they had nothing else to do (nobody to unhook, nothing to hide from, no need to heal) what are you expecting?

    Try getting better at applying pressure to multiple survivors, knowing when it's not worth chasing survivors (for example, if you only had 1 hook in 5 minutes) and maybe take Corrupt Intervention

    Minor correction: It takes 80 sec by default for 1 survivor to repair a gen.

  • 5 minutes for 4 gens is relatively normal.

    I had multiple 3 minute 5 gen matches during the past days. I'm not running slowdown perks, though.

    I guess the whole Ruin/Undying/Tinkerer meta made survivors more efficient on gens. That's a good thing.

    If people finally start playing survivor effectively instead of derping around in random corners of the map the devs will have an easier time figuring out how to add the Early Game thing they used to talk about without breaking the game.

  • @Chrisko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1828129#Comment_1828129

    Thanks @Yamaoka for the updated stats. The ones I saw were from earlier this year. If possible, can you post a link to where these stats are.

    You're welcome. The stats were originally posted on DBD's Twitter account a while ago I think.

  • The game isn't balanced solely around red ranks.

    Average kill rate across all ranks is 56%

    Untitled Image

    That's with active challenges. If survivors don't mess around, ignore challenges and just repair / loop the kill rate will be even lower.

  • Had 1 or 2 x 0ks during the past days. Got mostly 1-2 kills (with many hooks, no 1-hook kills) with occasional strong 3k matches against "gen aggressive" meta survivors.

    However I realize I could probably consistently 4k if I used Ruin/Undying/Tinkerer and/or tunneled/camped/slugged regularly.

    I used to slug a lot but I just want to play the game in its "purest" form at the moment if that makes sense even if that means I'm gonna lose and depip here and there.

    I'm hovering around rank 3 as I my matches are such a mixed bag now using "fair gameplay" and little to no slowdown.

  • I haven't 4k'd a single game in 3 days. Maybe you got lots of new-ish solo survivors running meme builds.

    Then again I don't run Ruin/Undying/Tinkerer and I refuse to tunnel/camp even in games with no obsession so it's probably my own fault.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827663#Comment_1827663

    I think the Difficutly rating is there for Adept achievements and how hard it is to understand Killer's power, for example Freddy is listed hard because he does so many things, even tho these things aren't even hard to do, and Billy is listed as easy because you basically just go zoom, but there is a lot more to his ability than to Freddy's.

    @Xzan said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827663#Comment_1827663

    I think it's more about understanding the power.

    Hillbilly: Hold M2 to go vroooooom.

    Freddy: How sleep timer works, another Power with the Fake-Pallet addon etc. Or they didn't change the difficulty after the rework.


    Ooow ok yeah you got a point. Didn't think of the adepts or/and the "number of things" that come with the power. It makes sense from that point of view.

  • Difficulty ratings make no sense for killers either.

    Freddy is listed as "hard" and Hillbilly is listed as "easy" even though Freddy can be effectively played by a crossaint while Hillbilly's skill cap includes curving. Even just downing a zig-zagging survivors using his chainsaw is more difficult than EVERYTHING you can possibly do as Freddy.

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827613#Comment_1827613

    Because Im ######### dumb and I kept thinking about 115% and then changing back to 4.6 so I messed it up, that's why.

    I'll just leave it like that, just so more people get confused.

    Aah ok. Speaking of Hillbilly I've been trying to practice curving the past few days but honestly just fail like everytime. How do you perform curves consistently without crashing into everything? Does the heavy clutch help with curving around loops?

  • @tt_ivi_99 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1827596#Comment_1827596

    Yh and I can say that about all the killers in this game. Just because you know how to loop doesnt make him less than what he is.

    Billy has great mobility, can use curving in any loop except VERY small loops which at that point are unsafe and has an instadown.

    If we are talking about best 1.6m/s killer without taking perks or add-ons into the mix, Billy is your boy.

    I'm confused. Why do you keep saying 1.6m/s ?

  • Blight.

    PH definitely has 0% winning chance against good survivors that split up and do gens and manage to run him for a while using the popular "hold W" strat. Obviously things may be different with Ruin/Undying/Tinkerer.

    I faced Excelite's tournament SWF team yesterday and played PH.

    Took them about 3 minutes to do all 5 gens as I played without slowdown perks (except for Corrupt).

    Most of the time the gens popped while I was walking my way to them after hooking them but I just could not physically arrive before the gens popped all the time.

    And all of them just held W in every chase to waste my time without using any skill. One of them even looked up while taking a hit as in "OooOh nooo I'm getting hit that's soooo dangerous hahaha"

    It showed me just how important mobility is.

  • @Shirokinukatsukami said:

    https://forum.deadbydaylight.com/en/discussion/214319/just-stop

    Well Leatherface is pretty overtuned right now.

    They buffed him way too much. It is impossible to avoid him now if you are not in a very good spot with lots of windows. He can zig zag through obstacles like no tomorrow with his new turn rate and he can use that chainsaw forever, and he's fast too. And oh yeah they nerfed all the maps with good windows so now all you have are crap loop spots.

    So no surprise you got done in by a leatherface. I can count on one hand the number of times I've won against a Leatherface since his rework. Solo Q teams cannot beat Leatherface. That is practically a fact at this point.

    Bubba's turn rate never got changed and most maps still allow you to loop him for minutes unless you are bad at looping.

    Play Bubba with no addons against one single full Rank 1 team.

    Just one single team of 4 rank 1s I dare you. You would change your opinion about the "overbuffed" bs immediately.

  • Meanwhile me and other semi-decent survivors manage to loop Bubba for minutes. Stop blaming the game for your lack of skill.

  • @NotACompPlayer said:

    you git gud at game sense and find a chase like 10s into the game and your chase shouldnt last longer than 20s ever. you should have at least 4 total hooks like 2 mins into the match.

    Yeah that's straight up bs. No killer will ever down me (or any other semi-decent survivor) in 20 seconds unless it's a god Nurse.

  • @AskingForHelp said:

    Bone heads in here that still believe survivors have it too good no the hell they don’t 🤣 gens are quite difficult to do in the red ranks against GOOD killers. Get good at being a killer and you’ll see how easy it is. (There is a little stress involved being that, as killer, you have to stay being productive the entire match) gen to gen, survivor to survivor. Then It’s 4K every game.

    First of all watch your language. Insulting people calling them boneheads just because they have a different opinion on things is not how we communicate. Please try and keep it respectful.

    Secondly the game is in a fairly balanced state at this moment. If survivors know what they are doing in terms of looping, decision making etc. even the most oppressive killer will 2k AT BEST which is what the devs are aiming for.

    Yesterday I (a 4000 hours red rank killer main) got almost nothing but 2ks despite sweating my arse off every match because people literally did everything right in most of my matches.

    Faced so many incredible loopers and OoO-teams yesterday I almost forgot how difficult killer gameplay is when survivors don't mess around.

    That's how DBD should be. Good survivors vs good killers = 2k.

    Therefore I think neither killers nor survivors need any major buffs/nerfs at this point.

  • What do you mean by "I have had hits reset as killer" ?

    You hit a survivor and nothing happens or you hit them with a successful hit animation but they were still at full health ?

  • Dear PC player:

    I can do whatever I want. Deal with it.

  • Devotion doesn't necessarily correlate with in-game hours as some people played before Devotion existed.

    I was by far more active in DBD before Devotion was added.

  • Useless teams are the reason I rarely play survivor these days. There's nothing you can do if your entire team refuses to do gens.

    You could try Left Behind+Plunderers so you can possibly find a key and see the hatch aura if you manage to survive the others but other than that the killer basically just gets the win.

  • "hard" is the wrong term since it's entirely luck based.

    You can get a Legion that stabs everyone a million times and makes the game last forever naturally resulting in 100 pips for everyone

    OR

    You can get a full team of potatoes that don't know the difference between DBD and Hello Kitty adventures combined with a slugging 1-hooking instadown killer naturally resulting in a depip or black pip for all even if you get hatch after watching your team die in seconds.

    So yeah... I would call it "luck based" rather than "hard" because let's be honest: Playing survivor is mechanically the easiest thing in the world.

  • I think the devs said they don't like the idea of AI controlled killers/killer-powers because:

    - if the AI is too good the killer will basically be a win by default with no input requirement from the person playing the killer.

    - if the AI is NOT good the person playing the killer will blame the AI for their losses.

  • @noctis129 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1822292#Comment_1822292

    Yea he did. Than later the devs changed it. It's not like Tru only played that build.

    I doubt the devs are even watching any streamers actively.

  • @Ramxenoc445 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821645#Comment_1821645

    There was also him attempting a grab and then getting stuck. You can't tell me that my connection might be the problem when everything involving him is janky af. None of the other survivors had wonky animations that got stuck or played three times. None of mine did, the person im playing with got hit through a fully dropped pallet

    https://us.v-cdn.net/6030815/uploads/J9A05CEBFQS8/desktop-screenshot-2020-12-15-23-49-26-68.png

    Getting stuck in the grab animation can in fact be the result of the survivor's connection. Lag switchers often abuse this fact to make themselves "unhookable" as the killer will get stuck either when trying to pick them up or during the hook animation.

    Also grabs have been bugged ever since the addition of dedicated servers so it also can be that issue as well.

  • Back when I played older online games I lived in a house and the router was in the first floor so I played on wifi (my PC was on the second floor).

    Now I'm playing on console but my router is right next to the TV so it's wired into the console.

    Some people play on Laptops as well and those are using wifi frequently as well.

    So.. Yeah both scenarios exist.

  • You realize server hits mean you'll get these kind of hits if your own connection is bad as well, don't you?

    If you provided any evidence that your own ping and connection (type) was flawless the pic would mean anything but since you didn't you could have had a 10000 ping on wireless connection - theoretically.

  • @Ghoste said:

    https://forum.deadbydaylight.com/en/discussion/comment/1821454#Comment_1821454

    Welp he didn't mention that in his post so I assumed last gen. Plus the older consoles do actually have FPS issues, so the point is still relevant for many players.

    Yupp I know about the fps issues of old gen as I'm still a XB1 player that suffers a 2 sec fps drop for every status effect haha. Just wanted to mention it as people often forget new gen is a thing now.

    Still trying to get my hands on a series x but they're just sold out everywhere.

  • @Ghoste said:

    I remember your post asking for advice. I didn't say anything then, but my honest thought was to avoid this Killer on console. The FPS issues combined with the wonky sensitivity and accuracy on a controller scream not to play The Twins, or any Killer that requires accuracy, on console.

    What fps issues? @TheClownIsKing plays on new gen (PS5) so the game runs smooth as butter.

  • Wait... What ?! Literally the majority of the community agrees that Spirit is one of the strongest killers in the game and pretty much just below Nurse.

    Who the hell thinks Spirit is low tier?

  • An interesting idea for a key change I just had:

    - using a key starts an animation that notifies the killer similar to a rushed action. Opening the hatch takes "x-seconds" and if the killer manages to interrupt the process the key takes damage resulting in an even longer hatch animation on the next attempt. If the killer manages to interrupt the process again the key breaks.

  • @OniWantsYourMacaroni said:

    https://forum.deadbydaylight.com/en/discussion/comment/1820460#Comment_1820460

    You forgot trapper.

    Every patch of grass could have a trap hidden inside it.

    Makes you paranoid

    Haha yeah you're right. Can't believe I forgot about him. Or maybe I just tried not to think about his darn traps that still manage to make me jump to this day.

  • The only "scary" killers are those that allow me to feel threatened.

    Killers that make me feel threatened are: Nurse, Deathslinger, PH, Spirit, Hag

    Everything else makes me go:

    "initiate auto-pilot-looping protocol"

  • @Unicorn said:

    What rank range are you in?

    Could be any rank. Let's be honest even red rank survivors refuse to do gens in solo queue.

    I often repair 3 gens all by myself despite getting chased as well which means the other 3 real human beings do a maximum of 2 gens COMBINED.

    Solo queue can be ridiculous sometimes.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819579#Comment_1819579

    I wouldn't mind tips on how to react against those shots because from what i've seen and played it seems almost impossible.

    Took me a little but anyways this clip basically shows what I mean:

    https://youtu.be/2NdCo5aTe24

    Compare the first hit to the second hit. The devs made it so the greater the distance the more reaction time you (the survivor) get.

    If you got 1.5 to 2 seconds of distance you basically don't even have to look behind you let alone zig zag because you get roughly half a second of reaction time.

    Yui quite simply refused to dodge left or right and instead juked right into the shockwave. If she had commited to one direction it wouldn't have connected.

    This clip of mine demonstrates what I mean as well:

    https://youtu.be/1qPtlj-w39Y

    If you look closely you can clearly see Claudette was standing inside the red glow for a brief moment but due to the built-in delay of the shockwave (combined with her good internet/ping and my low ping+wired internet) the shockwave didn't connect even though she JUST got out of the pallet drop animation.

    That's how the shockwave is intended to work. Prediction and reaction based.

    Meanwhile Huntress just throws NEAR a survivor and they go down or Deathslinger shoots and you just get hit as his projectile moves at 1000% ms with no delay.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819579#Comment_1819579

    I wouldn't mind tips on how to react against those shots because from what i've seen and played it seems almost impossible.

    Obviously it comes down to latency and the survivor's reaction time but I think it's fairly obvious the devs added that red glowing ground as a warning allowing survivors to dodge the shockwave if they are near the end of the shockwave.

    As I said if you are almost within melee range them the shockwave will attack pretty much instantly but you get around half a second of reaction time if you are near the end of it so basically at 1.5-2 seconds of distance.

    I will upload some clips to show you what I mean. Give me a minute.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1819488#Comment_1819488

    There's still problems with ph tho, i thought he was all g after they changed him but i realised something.

    Because of the fact that he's faster than survivors when he's fully charged his ranged attack it means he can max charge it whenever he wants, sure theres a slowdown after you use it but it's that small it doesn't even matter. The problem is that when his sword is in the ground, you have to dodge because you have no idea when he's goign to shoot, he could shoot anytime during that five seconds and dodging will just make you loose more and more distance than you already are consdering he's at 110. You also can't tell where he's aiming as soon as you line sight, often ending up with you dodging into his attack.

    Sure it's no where near as bad as deathsligner or spirit but there's still a high element of randomness to it, from both sides.

    I just wanna say a thing about the dodging aspect of PH's shockwave.

    Unlike Deathslinger or Huntress you don't actually have to zig zag to dodge his shockwave IF you have about 1.5-2 seconds of distance because his shockwave starts with the red glow before the wave itself moves from point A to point B.

    I literally have clips of survivors STANDING EXACTLY in the middle of the red glowing ground but since I have a good ping and proper wired connection people can actually just move left or right as soon as the red glow pops up under their feet because of the built-in delay of the shockwave.

    I can upload a clip anytime, too.

    As a result I have to predict where they're gonna be around 1 sec AFTER the shot.

    Therefore survivors don't even have to pay too much attention to PH during those 5 seconds (if the killer and they themselves have good internet/ping, of course) UNLESS he is basically close enough to go for a M1 attack anyways (I feel like that's when the wave connects pretty much instantly).

    That's why I think he's by far more fair than Huntress with her bus-sized hits or Deathslinger with his non-reactable shots if we only consider his M2 attack by itself without the "I deny every window and pallet"-aspect of it.

  • @Todbringer said:

    I pay 50€ per month for my hybrid WLan box. I necer have a ping above 20. I dont think i have a bad Wifi as a Console killer.

    Even if you paid 500000€ a month w-lan will always be inconsistent.

  • @Withered8 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817769#Comment_1817769

    It just annoys me so much because of how easy it would be to fix most of these impressive killers.

    Either make phead actually punished for holding his sword in the ground for too long or make him 95% movement or something slower than survivors.

    Spirit could literally just do with audio cues at her positions whilst she's in phase.

    Twins make it so Victor dies if he's near the hook.

    Deathsligner is the only one that would need a good look at.

    PH already does get "punished" for using his "knife" for too long. He gets slowed down to 92% while activating and stopping the animation and goes 110% while using it, the power bar depletes in 5 seconds WHILE he gets slowed down and it takes 20 seconds to recharge the power bar completely.

    Also when played as a true M2 killer he is -by far- the most fair projectile killer in the game as his shockwave is completely prediction based due to the fact the injuring shockwave has a built-in delay giving the survivors multiple cues when it's going to happen.

    The only type of PH that's truly "cheesy" is the one using POTD to force M1 hits. But even then it takes too much time if everyone's pumping out gens at all times.

  • Mclean mentioned they're going to use a new formula as the current one generates a number of pallets depending on the type of tile rather than the tile itself (I think that's what he said but I could be wrong) so if a specific tile spawns that either doesn't spawn with a pallet at all or can spawn without a pallet and this specific tile gets generated multiple times it will result in huge dead zones or something like that.

    Again: I "think" that's what he said (on his stream) but I could be wrong.

  • Quote 1: "Chases don’t ensue longer than 10-15 seconds in most cases that I’m experiencing watching my teammates and sometimes myself."

    Quote 2: "Killers got it too easy imo. The ones that suck are the ones that are going to disagree"


    You see the irony, don't you?

  • @Heartbound said:

    I want something surreal. Like walking on flesh/entity legs, and when a survivor is sacrificed instead of going into the sky they get pulled into the wall and consumed with blood sprays. Indoor map with glimpses of outer space in the skybox.

    You mean kinda like "Agony" ish ?

    Untitled Image

    @Terro said:

    A map where it's possible to open, close or shift routes would be interesting. Dunno how it could be balanced though.

    Sounds like Maze Runner. Could be interesting as it would take ages for people to memorize everything so both sides would equally struggle to win I guess.

    @Todgeweiht said:

    I want WWI trenches. Something like Verdun or the Somme would do, with sounds of artillery and gunfire in the background.

    Do you mean this?

    Untitled Image

    If so then the devs could probably use Shelter Woods as a base to design this map I suppose.

  • Haha, that's awesome ! Kinda expected to see a Dwight in there but really amazing nevertheless ! Really wish I had a locker/closet like that.

  • Small question: Is the locker "functional" as in can you open it and put stuff in it / is it stable enough to hold jackets etc ?

  • @azame said:

    https://forum.deadbydaylight.com/en/discussion/comment/1817576#Comment_1817576

    Im only pissed at the survivor side. I enjoy killer honestly. That's why I won't take a break. The devs need to make an mmr or ranking system so that survivors who have no, iq, cant loop, or do gens can not climb the ranks. It's not even the gap that's the biggest problem. It's the fact the red ranks is bloated with bad players

    This is why I rarely play survivor.

    I can loop, I work on gens even while injured, I take aggro when someone else is on death hook, I take hits when an injured survivor happens to run past me while I'm working on a gen etc.

    I do everything a red rank survivor is supposed to do.

    Meanwhile 50+% of random red rank solo teammates:

    *hide in a bush doing nothing all game*

    Balance wise the game is in a better spot than ever before (minus the dead zones) but at the same time there seem to be more boosted survivors on red ranks than ever before making it impossible to escape no matter what you do.

    I got found first the other day by a Doctor on Haddonfield. Looped him for 1 min 52 sec (that's when he lost me) and only 1 gen popped.

    1 generator even though 3 gens should pop after 1 min and 20 sec / 80 sec if the killer over-commits to the first chase for nearly 2 minutes.

    Keep in mind I got shocked a million times during the chase so EVERYONE knew I was getting chased and even then only 1 single generator after nearly 2 minutes.

    But I keep saying to myself:

    " you can not balance killers around dumb and useless survivors "


    I said it before and I will say it again:

    Pipping as survivor should depend on your chases and your individual gen progress.

    People who do neither shouldn't be able to rank up. Simple as.

  • @Heartbound said:

    Run up to the hook, unhook the survivor and then take a hit from the killer. If you get hit on the approach abandon the save and let another survivor do it. Trading loses games.

    Trading can win games, too.

    If the hooked person is about to die and you haven't got hooked yet then trading makes sense especially if it's late-game and you got DS or Adrenaline.

    Unhook the person that's about to die, trade, let them get away by throwing yourself on the hook, let them pump put the last gen(s), get unhooked and get out with DS, Adrenaline or if you instantly get picked up after trading thus granting you a safe-unhook: Deliverance.

    Trading isn't always bad. It depends on the situation.

  • OMG that's beautiful :)

    Also I like how the hex totem (which looks great as well) is right next to the locker. One could say the devs themselves put it right there !

  • @WindyCityBum said:

    https://forum.deadbydaylight.com/en/discussion/comment/1814169#Comment_1814169

    I nearly spit my milk out from laughing at this lol.

    "Being in control is fun"... Sounds like someone projecting control issues in real life lmaooooo.

    But seriously, if the only fun you're having as a killer is being in control, then I would suggest rethinking what fun is. Let me remind you that 4 other players that you don't know and are actual people that you can't control are playing the game too.

    Your post is the mindset that keeps perpetuating the sweat matches that not everyone wants. I can get to red ranks consistently on both survivor and killer without having to sweat with meta builds, camp, tunnel, or slug OFTEN.

    Do I slug? Yeah when I down a survivor and I see another with a flashlight skulking around. Do I tunnel? Of course if you keep running into me and no else is in sight (happens more often on indoor maps). Do I camp hooks? Why wouldn't I if your friends are literally looping me at the hook.

    But you've 3k posts so what do I know :/

    I don't usually care about upvotes (or downvotes which existed at some point in this forums) but haven't you wondered how my comment got 64 upvotes in 2 days if what I'm saying sounds so ridiculous ?

    To me it seems like a clear indicator that what I said is quite simply true and applies to many experienced killers. But I'm sure you're the exception. You definitely always care about the fun of all 4 survivors and you always try not to camp/slug/tunnel anyone even while playing perkless Clown on Haddonfield.

    Damn you're an angel ! If only everyone played to lose in Dead By Daylight - the only PVP GAME where people ask you to hold back !

1 … 19 20 21 22 23 … 75