Yamaoka
Yamaoka
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- Yamaoka
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REEE!
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Well, at least they didn't decide to hide for hours. That's what some people do as they think "if the other survivor dies I can escape via the best mechanic in the game! (hatch)"
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I get this is a very subjective list but in my opinion Pyramid Head is one of the easiest killers in the game. It really doesn't take a lot of time to learn how to deny windows/pallets and "blind shots" are never consistent / 100% luck based anticipation so you can't really count that towards his skill ceiling.
And before someone says "you never played him". I've played him (red ranks as shown in the last clip) since the Silent Hill chapter release:
https://youtu.be/XgqOdWEy7gg https://youtu.be/3r4qNUO-96I https://youtu.be/1Vx1Y94Dguk -
@28_stabs said:
https://forum.deadbydaylight.com/en/discussion/comment/1463522#Comment_1463522
Thats nice. They should add it to BBQ, too.
Why though? As I said the only reason NOED notifies survivors is due to the fact it's a hex perk. Why would you want BBQ to act like a hex perk? Might as well put anything on the list that might catch bad survivors off guard like Nurse's Calling for instance...
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@28_stabs said:
Devs added NOED notification. I think that they should add BBQ notification when survivors expose themselves to it to help bad players learn the game.
NOED notifies survivors because it's a HEX perk. All hex perks notify survivors.
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I've been a Bubba main since he was released (about 4000 hours as Bubba at the moment) and judging by how quickly I tend to get bored of other killers I fully expect to main him forever.
I've played Pyramid Head for a while as I've been a huge fan of the Silent Hill franchise since my childhood but for some reason Pyramid Head "feels" weak to me even though I find him easy to play and manage to hit people through walls very often:
https://youtu.be/1Vx1Y94Dguk
https://youtu.be/3r4qNUO-96IAgain: I'm not saying Pyramid Head "is" weak but he "feels" weak to me.
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@Valor188917 said:
Can we stop with this overrated guy when we have killers out there that are streaming and are 4k'ing literally 90% of their games without even using tryhard builds most of the time like Scottjund or Umbra? Using his clickbait videos as some kind of evidence is cringe.
I think people keep posting Tru3's clips because he uploads half his streams on YouTube every single day unlike any other streamer.
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@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1461093#Comment_1461093
I don't think this video proves your point tbh. The guy isn't play against decent survivors.
Even if you think he does, the video still isn't good for your point since he talks about beating OhTofu at 2mins onwards (who used an ebony mori with billy) with his mates and beat him because they 'genrushed'.
I don't like the term 'genrushing' as if there is anything else for survivors to do. I blame the Devs for nerfing ruin and not doing anything about why its used so much (this early game EGC could be next year for all we know).
I play against decent survivors a lot but obviously I won't manage to kill them all in 1 minute so why would I upload an "ordinary" clip of Bubba getting looped when that's really not interesting in the slightest? 🤔
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@Khakuate said:
"Fake"
I think @Yamaoka can confirm they're real.
There's one of them was a clip but yet that was a 4k 5 gen.
And back to my discussion, a killer doing a 4k in less than 2 minute is survivor's mistake, but a survivor team getting all 5 gen done in less than 3 minute is a game design problem? 😂, btw take a chill pill dude, you're really salty lmao
Someone thinks my clips that I've been posting over the course of years now are all fake? My disappointment is immeasureable, and my day is ruined.
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@NotOprah said:
I'm not sure about this one. I like it too but Autodidact is insane when fully stacked. Making it easier to stack would make it immensely more powerful.
The devs could tweak the perk in multiple ways. Increase the chances for skillchecks to allow anyone to actually use the perk every match but slightly reduce the maximum-healing-bonus OR increase the number of negative-skillchecks by 1 to even things out.
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Quote: "You can see that the killrates were over 50% (2 kills) so it’s nearly balanced for both sides or more killersided (70%)."
The devs said they want an average of 2 kills and 2 escapes. Even 70% is still two kills since every survivor is 25%.
Also these stats include afk survivors, survivors that give up on the hook, survivors that are INCREDIBLY boosted and shouldn't even be on their specific rank, survivors that troll all game with no intention to escape etc.
If you think about it it's painfully obvious that the game is still survivor sided -at least on the highest level of play- (which most long term players who are experienced on both sides will agree on).
Get rid of:
- afk players
- players that give up on the hook
- players that run useless perks
- boosted players who can't even loop on red ranks
- players that hide instead of doing gens
- players that won't touch a generator whenever they're injured
- troll players who sandbag and sabotage other survivors rather than doing gens
etc.
And see where the kill rates go in the long run.
I can't play a single solo survivor game without noticing useless teammates that hide for minutes (total) then self care in a corner (even with Sloppy Butcher) and get downed in 10 seconds from full health. And they still manage to somehow drop all pallets in their crazy short chases.
Just think about what this game would look like WITHOUT these randoms that make it to red ranks every season.
That's why (some) killer mains complain about SWF, too. SWF teams often consist of people that -at the very least- understand how the game works as survivor. As a result many killers feel completely powerless even though they just destroyed a bunch of randoms one match before.
Should the game really be balanced around clueless survivors who derp around and mess up a million times while the killer has to play like a tournament player?
Besides this is what the 2 kill / 2 escape balance may look like on a reworked map:
https://youtu.be/0YK4F3_1cDcNow you tell me does this look like a balanced game? The killer still got 2 kills using NOED so technically this is what an average match should look like? Doesn't seem like a fun game as killer.
Long story short: Balancing for a fixed number of kills is NOT actual balance due to the number of variables one being HOW DO THESE KILLS occur?
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@hillbillyclaudmain69 said:
https://forum.deadbydaylight.com/en/discussion/comment/1450331#Comment_1450331
You do realize youre not supposed to walk with sb. You 99 your exhaustion.
Read my second post.
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@TheShocktor said:
https://forum.deadbydaylight.com/en/discussion/comment/1455579#Comment_1455579
I assume he's asking for opinions on which content creators are best at certain killers. It doesn't mean others aren't good at them. I feel like your reply is some kind of weird flex. Honestly there's no way to know who is truly the best because theres always a chance someone is better. But people do have opinions on this sort of thing and that's all he's asking for.
The thread isn't about content creators although they're named. Op said "I made this post to find players who think they belong in one of these positions. :D"
Which sounds like it's actually about forum members. Also I fail to see how I was flexing when I literally said there's no such thing as a best player as MANY people "maxed out the potential" of certain killers. I merely named Bubba as an example as that's my personal main sooo yeah.
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There's no such thing as one single best player for a killer. While I am able to use 100% of Bubba's potential so are many other people. I've seen Otz using exactly the same pallet chainsaw baits as me every now and then resulting in quick and unexpected downs. Now that's already two people doing the exact same thing in the same situation. Now you tell me who's the better Bubba when two people with thousands of hours in the game do the same exact thing? 🤔 That's just one example. I'm sure @GrootDude , @LordGlint etc etc. are all using 100% of Bubba's potential as well.
You get the point. There's many phenomenal players out there some of which don't even post content.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1454730#Comment_1454730
That's what you took away from that post?
Maps have been shown time and time again that there are no survivor-sided maps. There are a few killer-sided maps and a few maps at 55%, but nothing below 50% kill rate.
Tiles, tiles and pallet spots are the random implement in the game that vary difficulty for killers, but just because you find personally easy to avoid killers does not mean that every killer that goes against you is matched specifically to your skill level. Everyone is different, you're not always going to get the best killer, just like you're not always going to play your best every game.
Personally I think kill rates aren't a good indicator for map balance due to 1 simple fact: Most survivors don't use maps effectively. I see it on both sides, too. People dropping pallets AFTER getting hit or without looping one single time despite having good distance and people are rarely even trying to combine pallets with near-by windows because reasons.
If survivors played optimally (which does not include me) map balance could be determined way more objectively.
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@Terra92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1454467#Comment_1454467
You need to chill out with the insults, you're taking this very personally.
Ignore the posts you don't like and answer the ones who are contributing. You don't have to answer to everyone.
How did I insult him?
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@LetsPlayTogether said:
Wow you "outplayed" a Rank 20 clown. Good job.
Unlike you I am at red ranks on BOTH sides (at all times).
Everyone knows you dislike killers and think the game is balanced when REWORKED maps are strong enough to avoid hits for minutes.
You don't even understand what the thread is about. It's about reworked maps being too strong.
My performance in this video is completely meaningless so great job missing the point.
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@GoodBoyKaru said:
Server sided hit validation will be tested when the PTB is live, as will server tick rate improvements (increasing from 30Hz to 60Hz iirc). This mid-chapter update is expected to release next week I believe, although no official dates have been confirmed.
I wouldn't be surprised if killer main streamers suddenly performed a lot worse once the server-sided hits go live. I noticed streamers are getting all kinds of unfair hits especially through vaults and pallets whereas my basic attacks connect with the pallet and window at exactly the same distance.
Probably because the stream itself slows down their internet allowing for consistent latency hits?
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@azame said:
https://forum.deadbydaylight.com/en/discussion/comment/1452936#Comment_1452936
Scott already did that with deathslinger and gave the guy 6 tries.
I was talking about Pyramid Head and all the other killers but out of curiousity: What was the average chase duration with Deathslinger and is there a video?
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@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452913#Comment_1452913
I see. Interesting that Scott done that. Would like to see it for PH. That said if the survivor chooses to hide, then isn't that accomplishing the same thing (i.e time wasted).
If people actually wanted to try that "1 v 1" thing I guess the chase would have to happen under certain regulations including conditions like:
- the survivor can't hide
- the chase must start at a fixed location
- the chase must start at a fixed distance to the killer
- the survivor can't use perks that may end the chase artificially (Houdini build for instance)
- the "1 v 1" must happen on a map that's as neutral as possible (in terms of loops)
Someone should do that with all killers (3 times each) to see how long the typical chase duration is for every killer under similar conditions.
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@Sinister0208 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452883#Comment_1452883
How does a 1v1 work? Even a no blink Nurse would eventually beat one survivor due to bloodlust.
I suppose a 1 v 1 is basically lost if the survivor manages to run you for minutes as that's basically a lost game for killer if everyone's effectively doing gens in an actual match (which is obviously not always the case especially in solo queue).
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@Valor188917 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452809#Comment_1452809
Or just buff his ranged attack and leave his zoning alone. He's not S tier in the first place, there's no need for trade-offs.
If we did what you guys are suggesting then people could loop him. All of these suggestion's wouldn't do diddly dick against decent survivors who are able to dodge the highly telegraphed ability in the first place. He would just become better at destroying lower skilled survivors who already get destroyed by basically 115% killers m1'ing them and would get recked by survivors he needs to be good against.
You have a point but we all know the devs would never just buff anything about a killer without nerfing another thing to make up for it. Even Bubba's buff resulted in a nerf of several addons (including my favourite addons).
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@catbeans said:
https://forum.deadbydaylight.com/en/discussion/comment/1452792#Comment_1452792
Lmao, make it less punishing sure. Still wont be used because it would be impossible to hit in the open. All I would do is wait for the vault animation to start and immediately M2 and release but now you wont gain as much distance from me because M2 is less punishing. Congrats you made him stronger. Yes do this please. I love it, I can taste the tears already.
You don't understand what they said. They want to buff the ranged attack but nerf the zoning potential. Canceling the power would result in a cooldown animation giving free distance to the survivor for a few seconds so whenever a survivor runs at a window you have to decide whether to go for the swing or put the knife into the ground in which case you HAVE to take the shot regardless of whether they will actually vault the window or not because if you cancel it you will be unable to do anything for a few seconds allowing said survivor to get away for free.
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@NumB_16 said:
https://forum.deadbydaylight.com/en/discussion/comment/1452779#Comment_1452779
Multiple people here already sugested to make missing M2 less punishing in trade for a short cooldown when canceling M2.
It would even make playing more interesting. I dont want to play a killer that 90% of the times is better to fake using the power than actually using it.
That would be a really fun change. I too think that his ranged attack should be used as an actual attack rather than a tool for easy and boring M1 hits.
Therefore I think his ranged attack should:
- have a dramatically reduced cooldown ON SUCCESSFUL HITS (similar to Huntress when she hits you with a hatchet up close)
- apply tormented (unless your state just changed [otherwise people would just camp and shoot everyone that got unhooked to torment them again])
- reduce his cooldown on missed shots (slightly) as he would HAVE to take the shot if canceling it would result in a cooldown animation.
In exchange for buffing his ranged attack canceling the power should result in a cooldown animation for a few seconds so he can't just zone everything (which IS boring on both sides).
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@Flyguy115 said:
https://forum.deadbydaylight.com/en/discussion/comment/1451867#Comment_1451867
that's what I've been trying to say , yet people think I'm calling him op. like scott jund said in his video when looping ph you're in a lose lose situation.
What people don't seem to understand is that PH already struggles against survivors that just do gens quickly. Removing his ability to put them in a TIME CONSUMING lose lose situation would put Pyramid Head himself in a lose lose situation.
As a result every decent survivor would IMMEDIATELY be able to loop him for 5 gens.
Be honest: What is your typical chase duration against Pyramid Head? Also keep in mind chase power is all he's got.
Spirit (to name sample) can down you QUICKLY and check gens, hooks, gates etc. QUICKLY using her phase power so she has strong chase potential AND strong map pressure.
Meanwhile Pyramid Head has to walk everywhere and people want him to struggle to get his 2 hits in a chase by adding a cooldown when canceling his power...
Apparently people want to face nothing but Spirit and Freddy all day.
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@KRG said:
https://forum.deadbydaylight.com/en/discussion/comment/1450983#Comment_1450983
Of course, mori's and noed are such bullshit. Toolboxes are not even that good now after being nerfed.
So you think a SWF team on voice coms with items and sabo builds is fine but moris and noed is bs? Ok then.
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1450466#Comment_1450466
Ok. Usually my Queues get better after 8 p.m. But everything before sucks. I wait Ages for a Survivor Match as well as Killer.
EU or US?
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@MrDardon said:
https://forum.deadbydaylight.com/en/discussion/comment/1450400#Comment_1450400
Are you playing during Nighttime?
I mostly play in the evening or early in the morning. Not so much deep at night.
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Weird. Killer queue times are literally 10 seconds for me (red ranks on XB1). Must be a region thing.
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@xxDeathwishDW said:
https://forum.deadbydaylight.com/en/discussion/comment/1450331#Comment_1450331
If you just walk all the time, then it means you don't know how to manage your exhaustion. But thanks for ur comment.
99'ing Sprint Burst is obviously a thing. Everyone has tried it for a while at this point but I was comparing both exhaustion perks under "average" conditions.
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The effect of Sprint Burst is strong however its requirement (walking all the time) makes it less viable than Dead Hard as walking everywhere wastes so much time over the course of a match it can literally be the reason the team died.
Also Dead Hard allows you to play loops more risky.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1449977#Comment_1449977
It's all good. It's early
Haha yeah I went full potato for a moment not gonna lie.
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Ooh oops. I thought they meant Self Care as in "hit and run strategy gets countered if everyone can heal themselves when I'm gone".
Forgot about Spine Chill for a second.
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@ThisGuuy83 said:
https://forum.deadbydaylight.com/en/discussion/comment/1449949#Comment_1449949
And I would love it if SC didn't counter every stealth killer in the game, but it is what it is man.
SC ? Just to clarify... Do you really mean Self Care?
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If you are competitive: Spirit.
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@LordGlint said:
I watched the video you linked and while he DID get really lucky with his early infinite T3... he played very poorly for the majority of the game and barely applied any pressure while chalking up his losing to "playing fair". I can give you specific examples if you'd like.
I would appreciate specific examples as I don't want to watch a full match of this truly talented individual.
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It's possible to 1 v 1 most killers and loop them for 5 gens (even on reworked maps) so no - the game is not killer sided in the slightest.
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The difference is Inner Strength gamers can ignore Sloppy Butcher, Thanatophobia, Nurse's Calling and even deny NOED so even if it ultimately requires more time it's just more useful and a much safer way to heal.
Play against a Ghostface with Sloppy Butcher, Thanatophobia and Nurse's Calling on an in-door map (to name a very specific example) and you will feel a relief when you run Inner Strength instead of Self Care.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/1447600#Comment_1447600
You'll be pleased to know that cross play will most likely increase SWF frequency.
I have absolutely no issue with SWF.
I merely dislike people that act like SWF didn't give you an advantage over solo gameplay.
@hahadrillgobrrr said:
https://forum.deadbydaylight.com/en/discussion/comment/1447600#Comment_1447600
Just ignore everything he says.
I forgot to check the nickname before posting my comment. I should have known it was him as usual. My bad.
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@LetsPlayTogether said:
Killer already get more/easier bloodpoints than survivor despite of SWF or not. Also more BPs wouldnt solve your made-up issue of SWF being gameplay disturbing, which is basically wrong.
So SWF can not:
- tell each other where the killer is?
- tell each other WHAT killer it is (which can rob stealth killers of their early game grabs and hits)?
- coordinate unhooks to save time unlike solos?
- tell each other what gen is almost done if the killer chases you away which can result in said gen getting regressed via Pop Goes The Weasel after the killer caught you?
- tell each other what perks the killer has (as in: KILLER HAS SPIRIT FURY DON'T STUN THEM) ?
- coordinate bodyblocks for each other?
- find each other quickly if the killer slugs with Knockout, Third Seal etc. unlike solos?
- tell each other when the killer is camping allowing all 3 survivors to stay on their gens whereas solos need to figure it out themselves individually wasting lots of time?
- generally find each other quickly for easy heals?
- coordinate the gate?
- synergize perk setups with each other?
ETC.
Yeah... SWF certainly has no advantage over solo gameplay. All killers in the world that complain about SWF are wrong. Survivors good, killers bad!
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Kinda difficult to evaluate the clip due to the stretched res.
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Kinda dislike all YouTubers/Streamers at the moment. They just seem so fake and boring - all of them. Most of them are pretty average in terms of gameplay, too.
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That guy probably had faced multiple key users that day. It gets old after a few matches - I get it. Still kinda lame to message you afterwards. That guy should have just taken a break instead of playing while angry. People really need to learn to play DBD with a cool head ONLY.
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13) getting 50+ second DS'd by two survivors that were downed next to each other. Apparently you can tunnel 50% of all survivors at the same time.
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@GreenPufferFish said:
https://forum.deadbydaylight.com/en/discussion/comment/1440701#Comment_1440701
yeah numbers arent rly important but somehting like that yeah
Passive healing is the strongest healing in the game because it allows you to do virtually everything else while getting your health state back (gens, unhooks, picking up slugged survivors, breaking totems, opening gates etc) which is why passive heals either come as an ultra rare one time use item or a perk that has heavy requirements.
Using Second Wind (to name a sample for passive heal requirements) requires you to heal someone else for 1 complete health state, get hooked and survive for half a minute afterwards without getting downed afterwards.
Or Inner Strength: Requires breaking a totem, searching and using a locker for 8 seconds which means you can't even use it if your teammates break them.
Your version of Self Care has no "actual" requirements which means the only way it could ever be balanced would be very bad values like outside a chase for 150 seconds or something like that which wouldn't be fun to use.
Long story short:
Making it a viable yet balanced passive healing perk would require more conditions than just being outside a chase for a short period of time.
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So you mean it will just passively heal a health state after 40 seconds without an animation even while running around like second wind?
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1440465#Comment_1440465
Not really bully per say other than coordinated flashlight saves and hook sabotages. I have no problems tracking and then getting in the survivors faces. It’s just awful latency favours survivor 360 that drives me batshit crazy. Most of my hits usually come from smart gas at loops and survivors not reaching the pallet or vault in time.
Do they 360 you by pulling your camera / abusing the aim dressing or simply by spinning out of your pov? I faced a survivor the other day that kept doing that weird wiggle move which kept pulling my camera left and right without letting my hit connect. It got really old throughout the match. On top of that one of them brought a key and lead me on a chase before jumping through the hatch mid chase while that wiggle teammate waited at the gate on the other side of the map for me to close the hatch so he could pull the lever immediately.
Luckily I still got there in time. Needless to say I didn't hesitate and let him die in a cage.
Also what sensitivity do you use?
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@[Deleted User] said:
I think I’ll be retiring from killer permanently. Now the game is 4 years old, the pool of experienced survivors gets bigger, and the true veterans become even more nearly impossible to catch.
There’s just nothing fun about server latency favouring survivor 360, and survivors being able to do 6 laps of a loop before a pallet drop.
Do survivors manage to bully your Clown, though? Like chase-wise? Obviously a coordinated team can pump out gens and escape that's nothing special considering how little effort and time it takes to get gens done but what is it like to chase a veteran survivor when you play your personal best killer (Clown in your case)?
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Pyramid Head requires pinpoint accuracy, perfect movement predictions, two hits (no instadown) and even then his ranged attack can easily be dodged by most players which is why many Pyramid Heads only use the ranged attack to deny windows and pallets. On top of that Pyramid Head can no longer effectively tunnel cages.
He is an alright killer (not overly strong but not weak neither) that can do well in the 1 v 1 aspect but due to the non existent mobility he still struggles against people that split up and do gens quickly.
He is FAR from broken.

