Yamaoka
Yamaoka
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- Yamaoka
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@GoodBoyKaru said:
Aight here's 3 games, literally an hour after I woke up. Wasn't exactly tip-top shape, since the first game is literally my 3rd game of killer since reset lol.
https://www.youtube.com/watch?v=gCSIvLda_3Y&feature=youtu.be
Quality still processing but it should be 1080p (hopefully, if my OBS and editing software didn't die horribly). As of posting though we still stuck in 360p.
2nd game I get frustrated at Badham being a ######### map for PH and his power. Pretty obvious that I'm getting annoyed but, ah well, the other two games go substantially better (thanks Feng).
I've just finished watching the first match and before I'm posting the stats I want to thank you for taking your time to do this and also one of the survivors you killed in your first match used to harrass and insult me (before crossplay) so that made the match even more enjoyable to watch.
Anyways:
Number of chases: 11 (!)
Chase stats:
1) 17 sec
2) 19 sec
3) 12 sec
4) 16 sec
5) 31 sec
6) 19 sec
7) 32 sec
8) 38 sec
9) 41 sec
10) 7 sec
11) 21 sec
Avg chase duration: 23 seconds
Time to watch the next match :)
@tenoresax said:
I hate to self-promote but, I like to believe that I'm atleast a pretty good Pyramid main, I run a very, very small YouTube channel.
I'm definitely not as good as Otz, I've never seen GoodBoyKaru play before so I can't compare myself to him
Maybe if you still need some footage to review, you could check out one of my videos :)
Thank you as well. I'm going to watch that clip of yours later on, too!
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@GoodBoyKaru said:
https://forum.deadbydaylight.com/en/discussion/comment/1751735#Comment_1751735
Sure, give me a few hours to get the vid recorded and edited together and uploaded.
Question: commentary yes or commentary no?
Thank you a lot! I really appreciate it.
If you feel like explaining the chases I will gladly listen so I can understand whether a hit/down could have been quicker or not.
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@GoodBoyKaru said:
I play him less now than I did before but I'd still call myself a pretty damn good PH, provided I actually try in chases, don't get a map with too much verticality, and I'm not going for POTD-only runs lol. I could try and get a couple games strung together if you wanted?
If say that @MusicNerd_TC can vouch for my gameplay but he ain't on the forums to do so anymore, but I can try and get a response from him to back me up if my word alone ain't enough.
Actually I thought about both of you when I created the thread but I wasn't sure if you uploaded clips.
If you are willing to upload a match / or even a few matches where you commit to every chase I'd really like to watch it and see what his average chase duration looks like (especially if you happen to find some strong survivors)!
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@GoodBoyKaru said:
I play him less now than I did before but I'd still call myself a pretty damn good PH, provided I actually try in chases, don't get a map with too much verticality, and I'm not going for POTD-only runs lol. I could try and get a couple games strung together if you wanted?
If say that @MusicNerd_TC can vouch for my gameplay but he ain't on the forums to do so anymore, but I can try and get a response from him to back me up if my word alone ain't enough.
Actually I thought about both of you when I created the thread but I wasn't sure if you uploaded clips.
If you are willing to upload a match / or even a few matches where you commit to every chase I'd really like to watch it and see what his average chase duration looks like (especially if you happen to find some strong survivors)!
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@ALostPuppy said:
Well if you wanted footage of good pyramid head mains you're likely not gonna find a good killer that doesn't switch targets, because a good killer doesn't commit too long to chases.
But Idk maybe Otz has some good PH clips, he's the only one that comes to mind.
I know it sounds kinda weird considering good killers switch targets pretty often - especially against strong loopers but I'd like to see what the "average chase duration of PH" was if he was played by a die-hard PH main who happened to commit to every chase.
Otz is pretty good with just about any killer but since he target switches like any good killer you can't really calculate any averages throughout a match.
(if someone knows a particular match where he commited to every chase I'd love to watch it, of course)
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@ALostPuppy said:
https://forum.deadbydaylight.com/en/discussion/comment/1749759#Comment_1749759
Sure she has a learning curve, but in the context of video games in general demanding a certain amount of mechanical skill from the player, it's pretty low. Were not exactly on the same level as something like sekiro, Melee Fox or Doom Eternal here, DbD is a very simple game and there's nothing wrong with that. It's a big reason as to why it's so popular.
And the main reason you don't see nurse often anymore is because people think she's not good anymore following the rework, and they can no longer spam blinks or rely on her completely busted add-ons anymore. The rework definitely made her a bit harder but honestly it didn't do that much.
I get where you're coming from BUT as simple as the mechanics may seem in DBD compared to the games you mentioned they are a lot more difficult to use due to the fact you have to use them against real people.
Sekiro, DOOM etc are AI games. As with any ai / offline title you quickly get used to how enemies behave and adjust your gameplay accordingly making it easy to use the mechanics blindly at some point.
In DBD you never know what a survivor is planning to do and what builds they run thus making it challenging to effectively use "some" killer mechanics.
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@SilentHillOnDvD said:
https://forum.deadbydaylight.com/en/discussion/comment/1749706#Comment_1749706
Jesus a 105 speed killer that's barely faster then survivors who would use that lol
I mean if it was a permanent M1-instadown you could run it with Nemesis/PWYF but there really wouldn't be a reason to play that since it's basically a much worse infinite tier 3 Myers.
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All killers are mechanically noob friendly - except for Nurse, of course.
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If you get looped for 3 minutes you do not belong to red ranks.
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Thank you! That's looking smooth as butter. Hopefully it will run just as smooth on XB1.
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I wish someone posted a clip on a next gen console. Can't find anything on YouTube.
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The objective really is easy as survivor. Fix 5 gens that take 80 seconds by default or even less if you use certain perks or toolboxes, open the gate and get out.
That's easy on paper especially considering this small task is shared amongst FOUR people but obviously it's still too difficult for most survivors considering how easy it is to 4k most of the time.
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Are you sure Charlotte has collision? If so, what exactly stops a potential troll from blocking 1 exit gate as Charlotte and 1 exit gate as Victor?
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Every killer that has a realistic chance to catch a "strong" survivor quickly gets hate so I guess Deathslinger mains are just as used to whiny/salty hate as people that main other strong killers like Spirit, Pyramid Head etc.
I wouldn't worry about it if I were a Deathslinger main.
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The whole chapter reminds me of Witcher 3 to be honest. Victor immediately made me think of the botchling:
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/1740806#Comment_1740806
You know killer depip squad is from the early days right? has nothing to do with the current state of the game. Yes, a strong SWF team will destroy most killers, just as a strong killer will destroy most survivors. Thats something that will still happen for both sides, no matter how unbalanced or balanced the game is. If all killers of the whole community would have 90% 4k's, you can still make a seal team that wins most games. It litterly has nothing to do with balance. balance is 2k average, which is far from the current state, not even 1 out of 20 killers has a 2k minimum NOT A SINGLE 1.
You might wanna read a thing or two about statistics yourself because you clearly don't understand what variables are.
According to the latest statistics Nurse is BY FAR the weakest killer in the game and BARELY gets a 57% kill rate.
Clown has a 66% kill rate.
So Clown is CLEARLY stronger than Nurse because "sTaTiStiCs BrO".
Another thing you don't seem to understand is there's no such thing as half a kill. 1 survivor is 25% - go figure.
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/1738592#Comment_1738592
Yes indeed, bringing up your personal experience is trivial because sTAtiStICs. at least you got that right. I dont know why youre listing bad plays of survivor, i can just make a list of bad plays of killer, that has nothing to do with the actual balance, survivors make the same amount of mistakes as killers. People that play main killers arent superior humain beings compared to survivors. There are as much bad survivors as killers, no reason to assume otherwise. I really suggest to check the wikipage for the word "statistics", seems like you didnt have the correct education (yet) on that subject.
Thanks for making it obvious that you're just trolling.
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Can people just stop with "platform XY does this and this" ?
For console gamers the global icon includes other consoles.
For PC gamers the global icon includes other PC gamers using STADIA and Windows Store.
Therefore neither console gamers nor PC gamers can even tell whether they faced a console or PC gamer.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1739023#Comment_1739023
While technically an exaggeration, what you said has legitimate merit.
One of the reasons for the disparity of skill amongst Red Ranked Survivors is the Ranking system. It is simply too easy to pip as Survivor and that allows a lot of Survivors who should be in Green Ranks to be in Red Ranks.
This negatively affects both Killers and Survivors. Survivors get teammates who don't really belong in the Rank they are in, and Killers get some EXTREMELY easy games, and immediately following, get destroyed by Survivors who know what they are doing.
You worded it better than me. Personally I think the survivor ranking system needs some tweaks to sort red ranks out.
Chase performance needs to have more weight in terms of pipping/ranking up.
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PTB probably starts in 11 hours.
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Let's be real: About 50% of red rank survivors play like yellow rank survivors in terms of looping and decision making. No wonder every killer wins consistently. You literally just have to walk in a straight line and tap M1 to "outplay" most red rank survivors.
DBD desperately needs a tutorial for both sides - a REAL tutorial that covers looping and counterplay for every killer power.
I don't even want to play solo survivor anymore because most people get downed in 10-20 seconds consistently.
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@fixdeadhard said:
https://forum.deadbydaylight.com/en/discussion/comment/1735162#Comment_1735162
There is no reason to bring up the easy experience that you got from 7 games while there are stats from hundred of thousands of games available.
Gens will always pop quick at the start of the game, the first gens that pop give close to 0 indication in how the game will turn out, as the map becomes smaller to patrol and pallets close to those last gens will be used up quickly.
Saying that the stats are trivial because survivors are terrible bad at the game is just redicilous. The stats are based on a population, it just doesnt make sense to think that terrible/dumber players are more attracted to playing survivor instead of killer.
This game is FAR from survivor sided, im not sure how you can still say/believe that its not killer sided, its a fact that at red ranks 3 out of 4 survivors die --> not balanced
So bringing up my easy experience in a SWF team with 2 experienced players (without coms) is trivial because "sTaTiStiCs"?
The only thing the statistics prove is the fact it's BY FAR too easy to get to red ranks as survivor.
There's a ridiculous number of red rank survivors who:
- drop pallets after getting hit
- urban evade around the map instead of doing their objective
- don't know how to counter killer powers
- don't repair gens when they're injured
- don't know how to chain loops
- don't know how killer perks work
- don't even look behind them in a chase
- have the decision making of a yellow rank survivor
If survivors hide whenever they can, mess up every decision and can't loop a killer for AT THE VERY LEAST 1 minute* they shouldn't even be allowed to play on red ranks. Personally I wouldn't even allow these kind of people to hit purple ranks.
If anything ranking up should be a lot more difficult as survivor so all the mediocre players stay at yellow/green ranks instead of red/purple ranks.
That would clean the statistics quickly.
* = referring to consistent performance rather than a single chase. Everyone messes up at times but many red rank survivors CONSISTENTLY go down in seconds.
EDIT: Wrong. What I'm saying is hitting red ranks as survivor is by far too easy. I've literally seen red rank survivors with as little as 2 days of playtime. Do you think they belong to red ranks when the chances are high that they don't even know every map?
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Franklin's tells me they didn't quick switch.
Also:
"They looked like noobs (no skins/itens) and then in the last second (:07) changed to key + map combo.
Absolutely dirty, right?"
*plays slugging Nurse with Infectious Fright and Knockout*
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Played with and against several streamers. Mostly small streamers, though.
The only "known" streamer I played with was Tru3. We were survivors and played against a Huntress. Result was a 4 man escape.
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I think it's gonna be mobility killer with some stealth attributes as the community seems to like these kind of things.
Personally I'm more interested in the perks to be honest. Hopefully no hex perks.
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@monster89 said:
https://forum.deadbydaylight.com/en/discussion/comment/1736439#Comment_1736439
Yes I agree. Sometimes u need to slug 1 or 2 in circumstances. But im talking about slugging everyone for the win. A killer can make mistakes and get outplayed and not play well but can still slug for the win.
If all survivors get slugged they got outplayed so what's your point?
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@doitagain_ said:
Im not 100% sure but isn’t that the second floor? That window might just drop down
That's correct. Therefore survivors will have to stagger while the killer is breaking the wall.
And as soon as the wall is broken the killer can just walk right at the survivor with no mindgames to win judging by the other rework picture:
Then again perhaps that dead zone was created for the sake of taking this image. Guess people will just have to wait and see.
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Definitely Midwich Elementary School.
It's aesthetically in a league of its own in my opinion. All the easter eggs are amazing, too.
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@Khar said:
https://forum.deadbydaylight.com/en/discussion/comment/1735479#Comment_1735479
Watching a teaser =/= active players. Lots of people still watch the game, but don't play it themselves.
True. However it's safe to say the number of active players will skyrocket the second we're getting new content - as usual.
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If the game is dying suggesting people are no longer interested in it then why did
850 000 people watch the teaser for the next killer? Teaser was literally posted 1 day ago 🤔
That's a lot of interested people for a dying game.
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I played 7 matches with 2 friends of mine the other day. This was my first time playing SWF since early 2018 (I usually play killer or solo survivor as I'm rarely online at the same time as them).
Even though we played without coms we won 6 out of 7 matches EASILY. It really felt like easy mode and I didn't even get to interact with the killer during a few matches as all of us can loop, work on gens while injured, run decent builds.
Do you have any idea how quickly gens pop when ALL survivors work on gens at all times and NO ONE goes down QUICKLY ?
If we played in a full 4 man WITH coms we would probably fall asleep while curbstomping red rank killers.
The game is NOT killer sided. Most survivors are just terrible at the game making the statistics trivial.
You don't balance around people that drop god pallets at 5 gens after getting hit.
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@RocketPenguin said:
Ran Sprint burst the entire game and made sure the killer knew.
Was at a pallet and was lifting it up with any means necessary
Lifted pallet in killers face
He swings but he couldn't hit me
because i deadharded pallet reversalled him
i proceeded to throw a pebble in his face and tbag him.
He was so amazed he just left
Are you sure about that?
You realize using Dead Hard requires holding the sprint button/key which will trigger sprint burst even while standing.
Therefore it is not possible to use Dead Hard when running Sprint Burst no matter what.
Interesting made up story, though.
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I think we can all agree this thing needs to be buffed asap
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I enjoy playing on controller and feel like there's absolutely no way I could perform any better using mouse+keyboard. The only actual issue is low fps (depending on the map. Azarov maps run smooth as butter compared to Hawkins) and ocassional stutters/freezes.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1733553#Comment_1733553
welp let me give you some math,
assuming it takes around 15-20 seconds to find a survivor at the start of a game
and it takes the bubba 40-50 seconds to down them
and 15 seconds for transport
17.5+45+15= 77.5 seconds
1-2 gens minimum should be done
and if they see he is camping just finish the rest of the gens with the 120 seconds the bubba gives you and leave
or just lose its your teams choice really
The thing is people who complain about Bubba usually don't get downed in 40-50 seconds. They usually get downed in 4-5 seconds.
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For killer I'd like to have more perks that mess with the terror radius.
For survivor I'd like to have a new exhaustion perk.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1733477#Comment_1733477
It's a bloodbath for all killers. But I see these deadzones all the time.
I guess we can agree this kind of rng-mess needs to be figured out. I have seen that kind of death zone on Macmillan maps myself. Really shouldn't be a thing.
However it really isn't a Bubba issue when there's literally nothing to defend yourself. It's a rng issue and turns about any killer into an unstoppable force.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1733448#Comment_1733448
https://us.v-cdn.net/6030815/uploads/XC1KCQUCKP5A/20200731154105-1.jpg
No pallets right here for as far as you can see. I can't refuse to use something if they don't exists. As the number of pallets decrease, the power of killers increase. It's a horrendous trend.
How is Bubba more problematic than Billy, Oni, Myers, Ghostface or even regular M1 killers when the whole map is a death zone, though?
I thought you were referring to "normal" rng. That picture is just a mess and shouldn't even happen.
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@Sluzzy said:
Bubba is another example of how BHVR overbuffs killers. If he is going to be able to use his chainsaw for an eternity now, then there needs to be a lot more defenses on the map.
There are enough defenses. You just refuse to use them.
https://youtu.be/eDWYzM8KBcMBut let me guess: Nearly 3 minutes for 1 hook (out of a maximum of 12) is not enough. Bubba should be even MORE loopable.
What some people don't seem to understand is survivors have "up to" 3 lives EACH.
Technically a 3 minute chase shouldn't even be possible no matter what.
Just learn how to loop. Bubba has the exact same counterplay as before.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1732332#Comment_1732332
The best way to fix it is to take away the multihit. it's that simple.
Bubba players often play as scummy as they do because that very mechanic rewards it. Billy has a harder time to multihit, so there it's easier to actually counter. But with bubba playing like a complete douchecanoe gets encouraged and rewarded by the design.
What I find hilarious, however, is seeing some people here wail on about 'you're playing wrong' when the mechanics means 'playing right' means giving up on the match (giving up on hooked survivors, not healing others), being the same people who throw a tantrum about how 'you can stealth against deathslinger and not every shot lands' is not a correct statement and ol' caleb should be removed from the game cause he's no fun to face...
Would you be fine with his aoe-attack if camping was mechanically impossible? Just curious.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/1731553#Comment_1731553
Big deal. You know what's overrated? Movement speed, 'pressure', instadowns. Because at the end of the day, good survivors just don't allow you to make use out of any of that. They'll run the jungle gym or any other unmindgameable loop, and you can't get them. Hillbilly is a prime example of a killer that this happens to all the time. Now that his base charge speed is so garbage, you will chainsaw a survivor only by pure luck and having them be outpositioned. Even when they are outpositioned, they twitch or spin when you're about to chainsaw and it either misses or the game gives you a phantom saw. Even with Bamboozle, every loop is like a god loop unless you M1. His add-ons are garbage also; there's only like 3 good ones. Unfortunately I've begun liking him again recently and try to play with him, so that's why I know all this. Leatherface is ez mode as ######### compared to Hillbilly.
You realize everything you said applies to Bubba as well, don't you?
Not only does he suffer from exactly the same counters as Billy but due to his non-existent mobility he relies on getting his downs/winning his chases quickly as he can't give up the chase and just quickly sprint to the gen on the other side of the map to chase someone else.
This is far from an optimal chase as I messed up multiple times but even then it took him almost 3 minutes to get the chainsaw hit.
https://youtu.be/eDWYzM8KBcMNot only would Hillbilly perform similarly chase-wise but at the end of the match I couldn't have just walked to the gate if it had been Hillbilly instead of Bubba.
Bubba just had no chance to get there before me allowing me to pretty much get out for free.
Anyways: It's okay to have different opinions but personally I think Hillbilly is still stronger than Bubba.
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@danielmaster87 said:
It's a good point. Why would you ever play Hillbilly over Leatherface? He can even make use of Speed Limiter.
Hillbilly still has a 230% movement speed instadown AND huge map pressure by default.
Hillbilly's fantastic speed also makes it by far less punishing to give up a chase which can be necessary depending on the map, rng and survivor's skill.
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There's definitely quite a few wallhackers out there. I know exactly how they behave as I used to be a RTCW 1.0 player (where pretty much every long-term player used wallhacks and aimbots). All one can hope for is better/updated cheat detection.
People really shouldn't have to record clips, collect data like steam profiles, nicknames, post said clips and create a tickets with detailed descriptions, linked clips etc.
It's up to the devs to "protect" their game.
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They can't hold the game hostage by running in a corner since you can just down them in said corner and let them bleed out ending the match.
Teaming with a survivor on the other hand is a bannable offense. It's called "teaming with the opposite team".*
* = I'm referring to this part of the thread:
"so I asked the other [survivor] to try and heal them as soon as I dropped them so I could immediately down them again and reach a hook."
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1730974#Comment_1730974
Again, because bubba can do this thing, so many play him like utter scum, aka camping in every form is a given.
So you might as well throw the game immediately
That's more of a camping issue rather than a Bubba issue, though. I've seen a rank 1 Insidious Pyramid Head facecamping at 5 gens as it physically does not allow you to rescue the hooked survivor.
Insidious means no Borrowed Time and since he can just hold his knife infinitely and it's an area-of-effect attack people can do whatever they want - they can't rescue the hooked survivor. The unhooked survivor gets downed AND the unhooker gets injured/downed.
What the game needs is a legit anti-camp mechanic but that's never going to happen sooo yeah.
@Almo said they tested something like teleporting the killer away from the hook (correct me if I'm wrong) but that mechanic never made it into the game and there's probably never gonna be something similar either so it's "just rush gens" as boring as it may be.
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1730864#Comment_1730864
I meant it mostly about insta down attacks because they give even less time to the survivors to react as a team
Aaah ok gotcha. I was just thinking of all the area-of-effect attacks for a moment.
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@MeltingPenguins said:
https://forum.deadbydaylight.com/en/discussion/comment/1730864#Comment_1730864
Plague needs to get Corrupt Purge first, so there's a warning. PH also has a build up. Billy is a little slower and the attack is different.
But bubba? as he is now all his mechanics reward playing like a complete scumbag. There's a reason why there's a ton of
'-rep bubba player' comments on steam profiles.
If you reward playing scummy, you'll get scummy players.
Wait, what do you mean by he doesn't have a build up (unlike Pyramid Head?) ?
Bubba has to rev his chainsaw for seconds AND has an acceleration mechanic (unlike Billy who immediately goes at 230%).
Anyways, while I understand the frustration when the entire team gets downed in one place the whole multi-instadown thing really isn't ever going to happen if people stay away from each other.
Personally I avoid staying near my teammates against ALL killers that either have an instadown (Myers, Billy, Oni, Bubba, Huntress with iri head, Clown with insta bottles, Ghostface) OR an area-of-effect attack (Plague with blood vomit, Pyramid Head).
That by itself already reduces the snowball potential (and allows for better gen progress anyways so why even stick together?).
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@bjorksnas said:
https://forum.deadbydaylight.com/en/discussion/comment/1730822#Comment_1730822
Hes one of the only 2 killers in the game that can punish grouped survivors by downing them quickly with their power the only other is oni and I don't see people complaining that he can down more than 1 person in an attack
You forgot Plague (with blood vomit) and Pyramid Head!
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@Aven_Fallen said:
I mean, he has to have something which makes him different from Hillbilly. There would be 0 reason to play him, if he would not be able to down multiple people, because then you can just play Hillbilly, who can only down one person with his Chainsaw AND has one of the best mobility abilities in the game.
Furthermore, I see it quite rare that Bubba is able to down more than one person, as long as you are not outpositioned, it should also not happen.
This.
Personally, I have never gotten multi-instadowned as survivor. I always wonder why it even happens to other people.
You literally just have to split up to nullify the multi-instadown completely and if Bubba hovers around the hook people can just do gens similar to any other camping killer instead of feeding him a multi-instadown.
Last but not least there's multiple killers who can multi-down survivors if they mess up.
I got several multi-downs as Pyramid Head and Plague when I tested them some of which I recorded.
Got 2 multi-downs in this 55 sec clip as Pyramid Head.
https://youtu.be/XgqOdWEy7ggLong story short: Everything seems "broken" when survivors play bad.
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@Speshul_Kitten said:
https://forum.deadbydaylight.com/en/discussion/comment/1730563#Comment_1730563
Lol yes I am. I have 6000 hours and most of my killer gameplay is of Nurse, so I think that’s why it’s matching me with players like this.
Woow, that's crazy! You're an unicorn!
Congrats for your performance and those are a lot of hours. Do you main her?*
* = despite her rework


