Yamaoka
Yamaoka
About
- Username
- Yamaoka
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As killer: - / 10
Reasoning: Although I win most of my matches while eating some ramen noodles there's no way to tell how much the survivors could have done if they had made smarter decisions. As a matter of fact most survivors are extremely bad at the game in terms of decision-making and looping allowing the worst killers to consistently 4k even at red ranks.
Therefore it would be naive to think I'm a 10/10 as killer just because I win all the time despite the thousands of hours I spent polishing my skill playing exclusively my main.
I'm sure survivors could destroy me fairly often if they made smarter decisions and looped decently.
Therefore I'm not gonna rate my skill. I know everything about my main and the game in general but I have no idea how much survivors could do if they played like korean 10000000 hour elite streamers EVERY GAME.
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Are you a console-Nurse?
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As @Orion said: The reason is balance. If 3 survivors were able to heal at the same time they could easily just pick each others up in the killer's face during the killer's hit cooldown - especially with the new WGLF buff.
As a result the devs would have to reduce the individual healing speed dramatically causing slugging to become too strong as it would take forever for 1 survivor to pick another survivor up. So basically limiting healing to a maximum 2 survivors is for the better for both sides.
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Bodyblocking is not toxic. It grants "protection hits" making it a legit part of the intended gameplay.
Using perks isn't toxic either.
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I will never understand the community when it comes to DS.
That 5 second stun isn't impactful in most of my games. If I eat DS even by accident I don't care at all.
I just eat the stun and go back to defending the gens. The next chase is right around the corner.
On top of that some killers are able to close or ignore the distance you get off of the stun immediately.
- Spirit
- Nurse
- Blight
- Deathslinger (survivors are DS-animation locked for 1 out of 5 seconds so the distance they get is 16m. That's within the Deathslinger's gun range of 18m)
- Hillbilly
- Hag (can trap the area around the DS survivor before picking them up)
- even Clown can reduce the stun effect by throwing a bottle to the ground before picking DS up.
- Huntress (if you're outpositioned which is typically the case when you get tunneled off the hook. Similar to Deathslinger)
- Pyramid Head
DS just isn't strong enough to justify any kind of nerf in my opinion.
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@megswifey said:
https://forum.deadbydaylight.com/en/discussion/comment/1723161#Comment_1723161
Really??? I always pass other survivors walking when I urban evade, maybe it's just the placebo effect lol! I'm too used to it by now, though, and I do my best to be helpful and know that my worst plays are never due to UD, mostly me being dumb lol! But thank you for the clarification :0!
It's probably really placebo due to the speedy crouching animation. The only real benefit of Urban Evasion is the low profile allowing you to stay out of sight as opposed to walking.
However as far as speed is concerned Fixated is way better (67.8%).
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@megswifey said:
I use urban evasion because I pack sprint burst, so if I'm still exhausted I 100000% run to where I need to go next, but SB is important to keep me away from that hook and not 'wasting time' although I think it's rude to view it that way. I urban around the map to generators because it is faster than walking, and leaving scratch marks is the last thing I want to do. I am now super worried I'm a bad teammate, even though I always try to save others and work on gens, and I get so anxious when they run around without letting me heal them. I have had teammates that leave me on the hook until I'm close to dying because they were busy with gens, and that's my biggest fear every match. I run kindred for that reason, and also to know when I should go for the save. I love urban evading, it's awesome when I'm doing a gen and need to crouch behind a tree and such, but I also want people to understand that I don't want to use up a SB when I'm 2 feet from the hook, and I'm sorry for that. I will always save you and help with generators but my goodness it feels weird being chased and not having that little NYOOOM effect, y'know?
Urban Evasion is not faster than walking. It is exactly the same speed.
Walking speed: 56.5%
Urban Evasion tier 3: 56.5%
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I have two questions:
Why do you think someone wants to know anything about facecamping and have you created an account just so you can tell people that you're a facecamper?
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Those articles are mostly written by people who merely have a brief idea about the topic. It is safe to say the author of that article has never played Dead By Daylight.
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The reason is simple:
All killers are weak at the start of a match (at base) as that's when potentially 4 survivors can work on 4 different generators. That's 4 out of 5 generators.
Obviously the killer will find a survivor before all 4 generators pop. However downing the first survivor is not necessarily going to generate sufficient pressure (at base [without slowdown perks]) as that's still 3 survivors that can potentially repair their 3 generators depending on how long it took to find, catch and hook the first survivor (also it still takes several seconds to run to the gens after hooking the first survivor).
As a result it just makes sense to go right into the second chase if you manage to down someone quickly at the start of the match while spotting someone else (for instance) because survivor 1 is down, survivor 2 is being chased and survivor 3 or 4 has to pick up survivor 1 (unless survivor 1 has Unbreakable, Soul Guard or No Mither).
As a result slugging at the start of a match may result in efficient pressure allowing the killer to get many chases, many hits, many bloodpoints, many hooks (unless said killer just tries to slug and 1-hook the whole team) etc.
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@dudedelicious / @TheClownIsKing
All of you appear to be really wholesome, knowledgeable and/or just overall interesting as a person in one way or another. Stay awesome!
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@FFabeq said:
Entitled killer mains on this forum said that it's fun and balanced to be tunneled and camped every game because "they play against swf, so you need to suffer with them too".
Who said that?
@topic : Always run DS, always USE your DS even if you get tunneled early game (as you have no 100% chance of getting unhooked again especially when you're solo), always bring a chase perk and play pallets safely when you're close to death hook.
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Quote: "Are killers not suppose to be in control of matches"
My opinion: No, killers should never be "in control of the match" as this suggests they can win if they want to at all times against any survivors regardless of their skill.
Killers should never win or have the control "by default" even if they camp/tunnel/slug at 5 gens. Getting a 4k should feel like an actual achievement (unless the survivors are potatoes that is).
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@Sluzzy said:
I can attest fully that killers are not just "still overpowered" but extremely overpowered. Stats is also evidence. It's up to the devs to improve the quality of gaming experience for the inferior side.
The stats are meaningless in terms of displaying how strong killers are considering the vast majority of survivors don't even know how to loop, route, juke or make overall good decisions even on red ranks.
You can't balance the game around people who drop shack pallet at 5 gens after getting hit.
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Not even 1% difference on both sides.
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@Mdawgu said:
Maybe they prefer gameplay over holding m1 and leaving.
@MadLordJack said:
Because why play M1 simulator when you can just do whatever and move on to the next game while some absolutely pleasurable person pretends they won a prize or something.
Pretty much this.
Some people don't even care anymore. If they realize it's a camper they will either just feed him a no-skill 4k quickly so they can move on to the next match or pump out the gens which is just as boring.
On top of that the survivors have a near 100% chance of making very little bloodpoints and depipping anyways regardless of whether they quickly repair gens and leave or die in the basement. It's pretty much "pick your poison".
So yeah most of the people probably don't really "fall for basement Bubba". They just don't want to play the boring camper match and move on.
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You're most definitely not losing it. DBD is just one of those games that works like a wave in terms of skillful players.
You can literally play 100 games and 4k everytime while eating a sandwich as the vast majority of active players are mediocre at the game and then all of a sudden get hit by a wave of experienced squads who know every little killer power weakness, every single loop, every single build, every single mindgame etc.
When you get hit by a wave of skillful players you're always gonna feel it regardless of how good you are as killer because survivors are very strong even by default if we ignore some maps that love to spawn with deadzones and easy 3-gens.
EDIT: Also what @Dehitay said
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Why do you play a game that you obviously don't enjoy?
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The event flashlight addon isn't balance relevant as it has no superior effect compared to other bulbs.
Therefore it makes sense to allow people to use it all year round.
Don't know the reasoning behind the Blight serum for survivors, though.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1704556#Comment_1704556
Given the current state of Nurse (bugs included), I'd really like them to take a second look at her. She'd probably the only killer I have trouble getting consistent/average results with, and often times it's literally not my fault :*(
One could say the Nurse's bugs are as crazy as her power haha
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Well, the vast majority of DBD players are not 100000 hours 4-man meta squads on coms so pretty much all killers are viable in my book if you take your time to master them especially considering the very best survivor teams will beat even Spirits and Nurses anyways so might as well practice and master the killer you truly enjoy.
EDIT: By "viable" I'm referring to the chance of winning most of your matches.
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Why does DS need a nerf again?
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I feel no difference (XB1).
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So you are a casual player yet you care about what perks other players bring and how effectively they play?
Doesn't that kind of contradict itself?
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@tykelley said:
Is that why a survivors loops a killer for a simple 80 seconds and 3 gens are done because the team split up
You shouldn't even chase a survivor for 80 seconds in the first place...
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Yeah let's just increase gen repairs by 50% despite the fact every single decent killer performs well.
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Thank you @GoodBoyKaru. Posting these summarized stream threads probably takes quite some time. I really appreciate it.
Personally I'm particularly excited for some of the upcoming changes like Clown update (@TheClownIsKing is getting some love😄) and some perk changes like Fixated (interesting perk but the health requirement kills it for me as I never really bother with healing as survivor).
I wish the devs had talked about that Early Game Warmup they used to mention. Looks like they scrapped that idea.
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@Xbob42 said:
https://forum.deadbydaylight.com/en/discussion/comment/1699676#Comment_1699676
That would be fine if it was just cars. But if you're surrounded by 50 different trees in a thick part of a forest and half of them count as "round" objects you slide off and the other half are brick walls you'll bounce off of, it gets really tiring, really quickly. Make sure you remember which tree has which collision model! Not to mention all the broken BS in Ormond.
Didn't the devs reduce the Blight's rush collision when he went live as he pretty much connected with air during the PTB not allowing him to get past any objects? Maybe that's what now causes him to slide off of certain objects like trees.
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Tru3 just doesn't understand that different objects have different collision values in DBD. Particularly cars and some other metal objects have always had smoother collision than let's say Crotus Prenn brick loops. Curving as Hillbilly is so much more forgiving on Azarov car pallet loops than other loops because the chainsaw can slide along the car doors if you curve too closely whereas the chainsaw will immediately connect with brick loops if you curve too closely to the wall.
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Just why does it look so funny when characters look up in DBD? Someone should post a tier list based on how goofy they look when looking up.
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I played a survivor match a while ago where I went on the first gen and started repairing. After a couple seconds the Entity blocked pushed me off the gen but the progress remained. So yeah, could be a Corrupt Intervention bug. Haven't had it happen another time so far.
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@PanicSquid said:
https://forum.deadbydaylight.com/en/discussion/comment/1697823#Comment_1697823
Thats one of his iri add-ons. Literally, last token rush hits are an insta-down.
Woow, I genuinely had no idea this was a thing. Haven't seen anyone use it yet. Thanks for letting me know.
EDIT: @Boosted_Dwight
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@Boosted_Dwight said:
As a Blight main I'd say that would be busted af and that should never happen.
What if the instadown was limited to the Blight's 5th token only? I don't play Blight so I'm basically asking how frequently/consistently do you hit with the 5th rush token? Because it seems like it would give survivors a chance to position themselves in a chase when you MUST use all the rush tokens before going for the hit.
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Since they're broken and can't heal I figure it synergizes with the new Thanatophobia. Have you tried the combo?
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@Clevite said:
Yeah, I had to turn cross play off. I know console was already at a disadvantage.
Now with the new bug, it is silly to try to play vs. PC .
Are you on PS4? Just curious.
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I think I enjoyed the Moonrise event the most. Destroying/grabbing the lanterns was fun.
Then again the Halloween event with the vials was interesting, too. I remember playing nectar-defender-Bubba / hiding behind the nectar flowers waiting to jumpscare people.
I ended up farming pretty often after giving people the jumpscare of their lives. Good times.
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You main Clown and your build does not contain any (boring) gen slowdown perks. Therefore slugging is not only fair in this regard but even necessary to generate enough pressure for a potential win.
Even then survivors can still counter the strategy and your build by:
- cleansing your totems
- Unbreakable
- Soul Guard
- Tenacity (to some extent)
- running to the center of the map before you catch/slug them (as people will find them easily)
- not going down quickly like rank20s (duh)
- working on gens at all times even if 1 survivor is slugged. Survivors got 4 minutes of blood so the other 3 don't need to hurry. They can still finish their gens before looking for the slug. This allows the slugged survivor to fully recover, too - making it less risky to pick them up.
Last but not least slugging is (imo) more fun than getting (proxy) camped and tunneled.
Some killers run the typical Ruin/Undying/Tinkerer combo and will STILL camp, tunnel AND slug so I don't understand how people can complain about a Clown with no slowdown doing only the slugging thing.
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1694020#Comment_1694020
Wait you are from germany ?
Yes, that's correct.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1693963#Comment_1693963
WHERE IS THE MECHANICS WITH LEATHERFACE?
And yes, it sucks when Myers 99's stalking and downs me. I still feel like he at least earned it, and my frustrations are mainly with the other Survivors on my team. Same with Oni and him activating Blood Fury next to me after I haven't seen him all game. There's at least a minimum level of work involved with them. Unlike the rednecks who just have their power from the start.
You should know the mechanics yourself considering you're an active player but ok:
1) Charge up mechanic (allowing survivors to vault a window or drop/vault a pallet)
2) Charge/token re-charge mechanic (which requires patience as going at 2 charges for instance may result in too little chainsaw range to get the down)
3) collision/tantrum mechanic (which allows survivors to pretty much get away for free in a chase if Bubba bumps into anything)
4) Charge/token TIMING (which requires more mechanical skill than most other killer powers in the game and messing up the timing can cost you the chase. Takes practice especially when using the chainsaw to anti-loop)
Video sample of anti-looping while timing the charges and avoiding collision:
https://youtu.be/dZBUJhvbGoITell me how I didn't earn that down.
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@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/1693896#Comment_1693896
Easily spun? I've NEVER had that with a Bubba, and this is on console where being able to 360 is the norm.
https://forum.deadbydaylight.com/en/discussion/comment/1693915#Comment_1693915
Hard mechanics? Hold one button, use power. Not that hard.
I like the ones that Myers, GF and Oni have because as you said, they are earned. But the rednecks? Nope.
You described literally every killer in the game. Hold button, use power.
That's exactly what Myers does, too.
Besides one could say Myers has the most unfair instadown in the game because he can just stalk a bad teammate until stalk is 99'd (which really doesn't require any actual "work" especially with addons) and punish a GOOD player with the easiest-to-use instadown in the game as it's literally just a M1 hit with increased lunge range that requires 0% mechanical skill unlike Hillbilly and Leatherface.
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@ToxicMyers said:
https://forum.deadbydaylight.com/en/discussion/199408/one-shot-base-kit
Let's see Billy can easily miss, bubba can be easily spun, it's not op its strong but not the strongest out there like nurse or spirit
Also the chainsaw bros have nothing else in their kit unlike most other killers.
Just to name a sample:
Freddy has:
- gen slowdown / gen defense via teleport
- chase power via blood pools or fake pallets
- tracking via blood pools put around the map
- another slowdown via clocks that people run to in order to wake themselves up
- built in Borrowed Time counter via oblivious status effect
- "semi stealth" via oblivious status effect (people often misjudge where or how close you are due to the lullaby)
- built in slowdown via addons
Did I forget something?
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The HUD bug that makes skillchecks, teammate icons etc invisible is one of the oldest and rarest bugs in the game. I encountered that bug literally years ago.
If you encounter it you can still do gens by gen-tapping. Obviously it will take ages to do a gen that way but it's better than running around like a headless chicken I suppose.
If the killer has Ruin/Undying denying the ol' school gen-tap strategy just make it your mission to cleanse every totem so your team can do the gens.
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Meg has a new skin?
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Patch probably drops in less than 5 hours.
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@bgbomb said:
https://forum.deadbydaylight.com/en/discussion/comment/1690552#Comment_1690552
it couldn't be possible because rank really meant lot of things to killer.
apparently you don't have experience of rank ing up as killer .
piping system required you to no camp, 3 kill at least, 9up hook ,hook every one at least one time, long enough match time,and lot of success hit to get pip.
so a killer can't get to rank 2 by camping .
I got 4000 hours in the game. You don't need to tell me how the game works.
EDIT: Also I said the rank 2 killer facecamped. I never said he got to rank 2 BY facecamping. If you are trying to say red ranks never camp then you are most definitely not a red rank player.
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Ranks mean N-O-T-H-I-N-G.
There are rank 1 killers who don't even know how to use killer powers (faced a russian rank 2 streamer the other day who had prestige skin as Bubba and almost devotion 5 and still didn't know how to use the chainsaw charges. He ended up facecamping everyone, BMing on hook and still didn't de-pip).
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*every 5 gen looper likes this thread*
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@Demonl3y said:
https://forum.deadbydaylight.com/en/discussion/comment/1688429#Comment_1688429
Doesnt justify a DC.
Did I say it justified a DC?
@timbologna said:
Keys are? Had a 3 and 4 escape today with a gen left
Did I say keys were fair?
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Because moris are not fair (except for yellow) and everyone knows it?
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@xEa said:
https://forum.deadbydaylight.com/en/discussion/comment/1687458#Comment_1687458
You are not suprised that only 0.2 gens get done on average? I doubt that those numbers can be correct.
I merely replied to the title. Haven't read the thread posts yet so do some numbers not add up or something?