Yamaoka
Yamaoka
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- Yamaoka
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@SweetTerror said:
https://forum.deadbydaylight.com/en/discussion/comment/1419843#Comment_1419843
It was definitely weird. I've never seen a movement speed bug like that on any killer before. And like I said, I was going slower than the survivors so they were easily able to outrun me. I wasn't able to get anything done. And what sucks is that I have like 60 anniversary cakes with Pyramid Head, but I'm kind of hesitant to play him now.
Did you get stunned while going into the Rites Of Judgement mode? Your movement speed during this brief moment is 92% so maybe it gets "stuck at that speed" if you get stunned during that moment.
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I think that movement speed bug happens if you get stunned while dragging the knife or while using Punishment of the damned. Not sure, though. It's probably the same stun-bug that causes Myers to hold his knife above his head for the rest of the game.
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Personally I love it. Sounds like a battle cry. However I guess it will become annoying after a while especially if you're a classic "M2 Hillbilly". You'd have to listen to that "roar" a million times per match. Well, people playing the PTB today will probably speak against it if it's really annoying gameplay-wise so I wouldn't worry too much about it just yet.
Since it's not a balance related feature the devs will probably remove it if many people dislike the roar.
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Ghostface is pretty popular as his overall gameplay is pretty chill. Just cancel your terror radius, hit someone, disappear in the shadows, cancel your terror radius again, hit someone else, rinse and repeat until everyone becomes paranoid, injured and dies.
Not exactly my cup of tea but I can see why he's popular.
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Is any PVP game community known for kindness? Genuinely curious. I think PVP games naturally bring out the worst in people as having fun requires you to beat your opponent which -as a result- reduces THEUR fun. PVP games are basically a battle for fun so conflicts and some aggressiveness is just normal I suppose.
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One more reason why DBD needs an offline mode. There are many people that like the idea of playing killer but can't deal with the pressure/stress. Playing killer will always feel hectic to some extent (especially when you play against decent survivors).
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@TWiXT said:
The reason you don't see many PH's not using the cages is because the survivor has to be tormented first. The Trail of Torment mechanic is nice on paper, but super easy for survivors to avoid. I've gone entire red rank matches, and no matter where I put the trails, survivors never step on them, and I know it's less about me not using them right, and more about how easy they are to avoid stepping on. You start leaving even a tiny trail at a loop = the survivor just moves to a new loop, You setup a long trail ahead of time = survivors go around it/crawl through it, you setup landmine trail pieces all over and attempt to chase survivors through them = they see them, and go a different direction. Not to mention they only last in the trial grounds for 75 seconds at base, and while that may seem like a long time, you'd be surprised how short it actually feels.
Just getting a survivor tormented in the first place is difficult enough, but once you do, how are you going to use it? Are you going to take a chance of sending them across the map to their buddies? or are you going to save it to use at a time that grants a more strategic advantage? Either way, The overall torment mechanic is difficult to pull off, and when you do, using it to you advantage is highly situational.
This post speaks the truth. If Pyramid Head's ranged attack applied tormented people would use the cages more often (despite the fact cages don't work with BBQ, Pop or other hook perks) but right now getting GOOD survivors tormented just takes too much time and luck so IF I get someone tormented I will not cage them unless I absolutely have to.
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To be fair... Tier 1 Unreleting is just toxic. You deserve drown in salt!
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The post game screen is currently bugged. It typically displays no perks, wrong killer powers etc.
It has been like that since the latest chapter update
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Infinite tier 3 and tombstone can't be popped quickly unless all survivors are bad at the game.
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@letumeur said:
Gordon Ramsey should be a killer
like the demogorgon he would scream “RAAAAAAAAAAAAW” when hitting someone
i would put Dwight from The office as a survivor tho lol
One of Gordon Ramsey's perks would be:
Agony of pressure:
"Every survivor within the killer's terror radius becomes nervous (new status effect).
As a result all skillchecks move quicker by 50% / 75% / 100%"
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@NekoTorvic said:
I'll copy this from a YT video i left it on. The video was indeed talking about PH being too oppressive.
How to counter pyramid head:
-Lose LoS, make him think you're gonna mindgame a loop, then just hold W mindlessly and make a ton of distance
-If he's too close and you have to loop him, pay attention to your position determine weather or not its prudent to drop the pallet and when to do so. There's a billion pallets in the map and if your teammates are doing gens there's no such thing as wasting pallets, so you dont have to be greedy with the loop. Drop the pallet before he has the chance to wind up his attack so you have the time to dodge it.
-If he's too close and you can't loop, take the hit and use the sprint burst to put yourself in a more favourable position.
-Making distance and maintaining it is this guy's biggest counter and if you found yourself in a ######### position then you need more map knowledge or you need to pay more attention.
-If he misses his M2, dont stick around a loop unless its an extremely safe tile. Just bolt it to make distance.
-If he's hitting you, try and see what it is he is doing so you can counterplay accordingly. Remember it's a player youre going against. See how they play, play to counter it.
-Try to see which loops are good against him and which ones aren't.
-Dead Hard is your friend
Now i'll add a new part for Deathslinger:
-Lose LoS, make him think you're gonna mindgame a loop, then just hold W mindlessly and make a ton of distance (same as PH)
-If you know its a Deathslinger, as soon as you hear his heartbeat just run away from where you are. His music may be a bit confusing but the heartbeat itself is very very clear. I have only once been caught by surprise by a Deathlinger and the only reason that happened is because i was out-positioned and when i looked and saw the killer from far away i thought it was a different killer so i wasn't prepared for it.
-DON'T BE OUT-POSITIONED IF YOU KNOW A DEATHSLINGER IS THE KILLER YOU'RE GOING AGAINST. I cap this cuz its important. Being out-positioned is the best way for Deathslinger to destroy you. If you're working on a gen that's very unsafe, have a plan of where to run and be extra vigilant to see if he is coming.
-Pallets are your friends. If you're injured drop the things and don't think twice, there's probably enough of them in the map anyways if your team is doing gens. If they're not doing gens its possible you're not escaping anyways, so focus on your chases.
-LEARN WHEN DEATHSLINGER IS LIKELY TO SHOOT AROUND LOOPS! This is probably the second most important one. If you know how the killer has to play, then you know when do juke his power. For instance, at a jungle gym, you know he has to shoot preemptively to get you before you reach the pallet. If you have enough distance you have to read his shot and wiggle to avoid it. At shack you can do the same thing. You know he needs to shoot you before you make a corner into the pallet, so you wiggle to avoid the shot and make him miss.
-He gains no you at 0.4 m/s which means that if you are 30 meters from him, it takes him 30 seconds to catch up enough for the MAX range of his harpoon if you just run in a straight line. This is different in practice because you can't run straight for 30 seconds, maps just arent big enough and usually have obstacles in the way. However the point stands. He's painfully slow, so make distance.
-Be erratic with your movement and wiggle in weird ways. Survivor movement on keyboard is JANKY AS HELL so survivors can make some awful sharp turns that completely throw off your shot. On console this is possible as well, but its a bit harder as moving left and right isn't as instant as it is with WASD.
-If he misses his shot, don't stick around a loop unless its an extremely safe tile. Just bolt it to make distance. (same as PH)
The problem i feel people have with these killers is that they're too used to being greedy with their pallets and going around a thing in autopilot then pressing space to drop the pallet. These killers can deal with that, so as a survivor, you need to pay a lot of attention to your positioning and distance relative to the killer, you need to understand how the killer player is playing and play to counter it and you need to understand the fundamentals of how the killer character is played.
Shooting with Deathslinger is not easy. Hitting PH's ranged attack is not easy. They both require mechanical skill and a fair degree of prediction from the player. So if they are hitting you constantly they're either extremely good which is good on them and you should strive to be better, or you're being way too obvious with your movement in which case you should strive to be better. Lets remember the game doesn't play itself for them just because the killer player picked a character.
This post should be pinned not gonna lie. 👍
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I get what you are saying. Been playing him day and night since release myself. His ability ignores structures which is why I do not deny his 1 v 1 potential.
However that's where his ACTUAL strength ends in my book. Most of the time I end chases as quick as it's mechanically possible with him and people still manage to pump out most or even all gens quite simply by taking the hit and running across the map while I'm standing still taking my rangeattack-cooldown for several seconds.
That is with this kind of movement predictions and aim:
https://youtu.be/3r4qNUO-96IAgain: I'm not saying Pyramid Head is complete trash but other than decent 1 v 1 potential due to his ability that can ignore strctures I don't see much in him. As Bubba I will snowball like crazy if people do just the tiniest misplays. With Pyramid Head they can just keep going after messing up.
Perhaps I just got too used to having an instadown at all times, though.
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Please post some of your survivor gameplay so people can give you actual advice on how to play against Deathslinger or Pyramid Head.
That being said Pyramid Head is not even overly strong let alone op.
His chase potential is good and that's about it.
- no instadown
- no tracking (literally no one steps in the trails outside a chase - ever)
- no stealth
- no mobility/no map pressure
- no built-in gen defense
All he has is decent 1 vs 1 chase potential IF THE PLAYER HAS PERFECT AIM AND PREDICTS YOUR MOVEMENTS OPTIMALLY AS THE RANGED ATTACK HAS DELAY.
If that alone makes him op in your opinion I don't know what to tell you.
EDIT: As for the "no drawback power"
1) Pyramid Head slows down to 92% while stabbing into the ground.
2) Pyramid Head slows down to 110% while dragging the knife.
3) Pyramid Head has a cooldown of several seconds after each use of his ranged attack. During this cooldown he slows down to almost a complete stop giving you free distance.
4) Pyramid Head's ranged attack has only 8 meters of default range, generates multiple warnings AND it moves like a slow shockwave allowing you to easily react and dodge the attack whereas Deathslinger can shoot with 0% delay and his projectile moves at 1000% movement speed and has a default range of 18 meters.
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@WalkedMoss92 said:
https://forum.deadbydaylight.com/en/discussion/comment/1413503#Comment_1413503
Literally everyone mate
Sprint Burst and Dead Hard can't be combined.
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That's an odd way to say "play Demogorgon" 🤔
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I'm totally in love with that warcry!
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@Toybasher said:
Legion can rapidly wound everyone with his timer getting refreshed when deep wounding someone + he gets killer instinct on everyone in his TR who isn't deep-wounded after he gets that first injury in Frenzy.
Plus Legion doesn't stop at windows or pallets. They'll just hop over everything and keep stabbing everyone who triggers killer instinct.
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It's painful to see your camera get pulled around by aim-dressing like it's on a leash...
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@Dexn3ko0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1407415#Comment_1407415
lol calm down why did you feel adressed by my statement then?
alright lets try it this way the description of the mori says and i quote: Grants the ability to kill all Survivors who have been hooked by your hand during the next Trial.
nothing mentioned about hook states it says specifically been hooked not been caged...
You literally said op is talking to people that mori off cage which includes me.
Also obviously the mori description is outdated at this point which doesn't change the fact that the cage equals hook states. That's not even an opinion but a mechanical fact. Cage someone twice then put them on a hook and see what happens. They die instantly because... Cages are hook states.
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@Dexn3ko0 said:
https://forum.deadbydaylight.com/en/discussion/comment/1407377#Comment_1407377
Dude, you are arguing with people that mori after first cage what do you expect?
Speak for yourself. I haven't used a mori offering since 2019 and consider them unfair myself. That doesn't change the fact that the cage is 1 hook state which is the current requirement for moris.
Also since cage auras are no longer revealed for Pyramid Head it makes them A LOT better than a regular hook anyways.
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The cage is literally a hook state so what is your point? And moris are offerings not perks so again: What is your point?
Also "just" caging a survivor? In order to cage a survivor you must TORMENT them before WINNING the chase. That's more effort than just downing you and putting you on the hook that's most likely right next to the spot you got downed at so for the 3rd time:
WHAT IS YOUR POINT?
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@AestheticCharms said:
Why is it that pyramid head and clown Don't have a cool down when using their ability? Clown can throw his bottles and not slow down.
Ghostface and myers should be going regular speed when stalking.
Huntress should also go same speed while winding up a hatchet.
Just so you know: Pyramid Head slows down to 92% for a brief moment whilst stabbing the Great Knife into the ground and also goes slower (110%) while dragging the Great Knife around. After every use of his ranged attack he suffers a cooldown for several seconds which comes with a drastically reduced movement speed, too.
So yeah... He does have a slowdown AND a cooldown.
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@Customapple0 said:
I’m dreading this. Some killers need help, I agree but imagine this with killers that already have high pressure (Spirit, Nurse, Oni, Hillbilly) It’s only going to guarantee them 4K’s every match.
You can't say that for sure. What if -just theoretically- the early game change blocked all generators AND disabled ALL killer abilities for a few minutes so that the early game becomes a hide and seek game against basic M1 killers?
Just an example.
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@Zeus said:
https://forum.deadbydaylight.com/en/discussion/comment/1406367#Comment_1406367
There would be no point in drawing trails across the map if you can just use your ranged attack to torment them. It might make PH a bit too strong imo.
The problem is that trails are completely passive. You can not force a survivor to step into the trails so as long as survivors actively avoid them there's no way to get them tormented which means Pyramid Head can't use parts of his power (the cages) to save time which is what is supposed to make him strong.
Also as I said since cages can not be camped/tunneled anymore all this would do is allow Pyramid Head to use his cages more often. Getting a safe-unhook as a survivor is also easier when Pyramid Head uses the cage now so why not give him the chance to use them cages?
I'm not sure how that would make him op especially considering how difficult it can be to hit GOOD survivors (which this game should be balanced for) with the ranged attack.
Most Pyramid Heads use the ranged attack to deny window and use the normal attack instead. This change would encourage players to actually try and use the ranged attack which is more exciting gameplay than "getting zoned".
It's boring to get chased by a ranged killer that only uses the ranged attack to force you to ignore windows and pallets. At least in my opinion.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/1406354#Comment_1406354
I think they still need to be conservative with the percentages. Too close to half the rate of recovery would make it OP against Freddy or Clown, almost nullifying Hindered.
I keep forgetting that Vigil affects other status effect because people that use it typically run it as a synergy perk with their exhaustion perks. Maybe the devs should just make it a dedicated exhaustion-reduction perk because I doubt anyone runs Vigil specifically for other status effects.
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Personally I'm confused as to why the ranged attack still won't apply tormented. It's not easy to hit the ranged attack since good survivors will juke and react to it forcing you to use it as a zoning tool pretty often.
So shouldn't it at the very least apply tormented to encourage Pyramid Heads to use the ranged attack as an attack rather than a zoning tool for M1 hits? Especially now since cages can't be tunneled/camped anymore?
Really weird decision to nerf 1 thing and NOT buff another thing in exchange.
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Personally I think Vigil's effect itself is fine BUT the perk needs increased values as it was added to the game when exhaustion cooled down whilst sprinting and 33% quicker while crouching. Since exhaustion was further nerfed ages ago and now doesn't cooldown AT ALL whilst sprinting AND not any quicker when crouching it deserves a simple value buff.
From 20% (tier 3 Vigil) to 40% (tier 3).
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@Peanits said:
Definitely wouldn't go that far. If you only used it to camp the cage and then tunnel them knowing full well that Borrowed Time or Decisive Strike wouldn't activate, then sure, it's going to be less appealing now (as it should be). Under normal circumstances, however, it still has benefits. Putting them in a cage sends them as far away from you as it can, so if you know all the other survivors are close, you can force them to go across the map to save them. It also allows you to completely avoid flashlight or pallet saves, and saves you the time you would spend picking them up and bringing them to a hook.
It doesn't save any time whatsoever against competent survivors for one simple reason. They keep avoiding the barbwire (by breaking line or sight whilst looping and then running to the next near-by tile) so getting them "infected" wastes more time than it's worth. You have to corner good survivors at a bad loop until you can try and force them to step in the barbwire. Now do that 3 times against all survivors that actively try to avoid the barbwire in every chase and see how much time you actually saved by sending them to cages.
Personally I'm kind of shocked that his ranged attack still won't apply tormented considering the fact it's more difficult to hit than -let's say- a hatchet. If something is difficult and to some extent luck based it should be rewarded.
Huntress (who will always hit more ranged attacks per match than Pyramid Head when played by two competent killers) gets a dramatically decreased cooldown for hatchet throws allowing her to go for the famous hatchet/axe double hit ending chases almost like an instadown killer.
Pyramid Head gets no benefit from actually hitting his ranged attack. No decreased cooldown and no tormented status.
Long story short: Pyramid Head's tunnel/camp potential was dramatically reduced so it would be fair to increase his potential to even use the cages in exchange allowing him to consistently save time actually rewarding him for using the ranged attack (AS AN ATTACK RATHER THAN A BORING ZONING TOOL FOR EASY M1 ATTACKS). Just my opinion.
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@PrettyFaceKate said:
https://forum.deadbydaylight.com/en/discussion/comment/1403980#Comment_1403980
Hard to quantify one and the other on the same scale, but we know for sure that one is better in one aspect and the other in another. I'd say that the 30 sec cooldown is not really that apparent, at least for an m1 killer.
I'd also say that both perks could lose their CDs and they'd still be far from strong.
I definitely agree there. Not sure why some perks even have a cooldown in the first place when they aren't even all that impactful.
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@PrettyFaceKate said:
It has also has longer range than WoO, though. So, that sort of balances it out.
Also, it's a perk that comes in play in 1v1 situations, so the 4v1 aspect is not really that important in this case, imo.
The range difference is only 4 meters, though. That's almost trivial compared to the 10(!) second cooldown difference.
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Early game change is supposed to be coming at some point. Hasn't been specified yet but it was mentioned in the latest stream. Really wonder what it's gonna be like.
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@Vox_Nocturne said:
All opinions are important. Perhaps that person needs to feel that because they are severally lacking in many other aspects of their life, so they feel the need to make the PC so important. Really, narrow-minded beliefs like theirs are the ones which no longer have a place at the table.
Well said.
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Pyramid is basically looped like a combination of Huntress and Spirit. You try and break line of sight waiting for a moment to run to the next tile. That's what costs him if he shoots a shockwave to the pallet/window while you're already on your way to the next loop (similar to Spirit).
Another option is dropping the pallet with no line of sight forcing him to break it and close the distance which again costs him too much time against gen aggressive survivors (similar to Huntress).
Obviously he can fake his power which ALMOST guarantees that he will hit you eventually BUT it usually takes way too long to make it worth it if you just keep holding forward especially if you extend that process with any exhaustion perk.
Using his power for zoning takes too much time if people pump out those gens because:
- he has no map pressure / no mobility to make up for the time wasted faking the power to secure the m1 hit.
- he has no stealth to get quick and easy hits/downs to make up for the lost time faking his power.
- he has no built-in gen defense to make up for... Well.. the time wasted faking his power.
ETC.
All of this only applies if survivors aggressively pump out gens, of course. If everyone runs around like headless chickens then you -as an individual survivor- are pretty much dead as his ability almost guarantees the hit/down if the killer player knows what he is doing and switches between faking and actually using the ranged attack.
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"annoying" is extremely subjective...
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In b4 soon™
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If the Entity made killers taller how short were Legion members before they were taken into the Entity's realm? 🤔
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I like how he's using award winning chilli too haha...
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What do you expect when you message someone in a cheeky manner?
"you farmed them 3 times 😂" after 4k'ing isn't a way to start a conversation.
Besides it's not even farming when the killer is hovering around the hook pretty much all game.
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Would require massive balance changes as vanilla survivors are pretty strong whereas most vanilla killers are not.
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As soon as the survivor is on the pallet they're immune to chainsaws which is a recurring bug. It was a bug from the early days that was patched out at some point but came back with the addition of dedicated servers.
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@Mookywolf said:
ptb:
https://us.v-cdn.net/6030815/uploads/H96Q87HBAZ4X/image.png
release:
https://us.v-cdn.net/6030815/uploads/QKXC84Q4HK3F/image.png
i dont recall who posted these on the forums but someone else posted this a week or so ago
That's just the magic of lighting. Compare his forearms on both pictures. They too look more muscular with the Yamaoka-map lighting than they do in the lobby.
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@TheCursedTitan said:
https://forum.deadbydaylight.com/en/discussion/comment/1400568#Comment_1400568
When you’re in the cage, you can’t attempt to escape, you don’t get any protection from him proxying the cage, and he could down you once more right out of the cage and hook you and then boom the next hook stage
Cages have unhook immunity/free borrowed time just like hooks. Also they spawn on the other side of the map and near other survivors. Easiest insta-unhooks in the history of Dead By Daylight and you're still complaining.
Actually play Pyramid Head against ANY 5000+ hours SWF team. See what happens (no matter how good you are).
His cages allow for easy insta-unhooks denying any sort of pressure. You get no BBQ auras, no Pop Goes The Weasel, no possible chase around the hook leading to more pressure and quick multiple hits etc.
His cages counter himself more than they do counter survivors. Personally I never get teammates that run Borrowed Time AND I never run Decisive. I still escape even against tunnelers and so far only 2 Pyramid Heads have ever managed to kill me.
Very op indeed. Killers shouldn't be able to kill survivors. That would be balanced.
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@Salty_Pearl said:
https://forum.deadbydaylight.com/en/discussion/comment/1400548#Comment_1400548
Oh yes, I've seen worse. My post was supposed to be comedic (although I was kinda curious if they actually did.)
I don't think they actually altered his cheeks considering there were some complaints about Cheryl's face not being accurate so if they had touched any models before release it would have been Cheryl's face rather than PH's cheeks - I suppose.
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Is there any other community that's as thirsty as this one?
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He doesn't have a Multi-instadown. I'm the only one who's got that ability. Also there's still unhook-immunity even for cages and said cages spawn near other survivors and usually on the other side of the map allowing for easy insta-unhooks.
There's your counterplay. Unhook/uncage immediately before he gets there or just unhook in his face (at full health) while he uses his ranged AOE attack and let the unhook-immunity do its job.
And if he facecamps a cage just do gens and let him get his 1k-2k+depip similar to a facecamping Bubba, Hillbilly, tier 3 Myers, Oni with demon rage, Plague with blood vomit, shock spamming Doctor etc.
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Original Tinkerer.
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500 hours isn't a lot in this game...
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Had the same situation but then a wild Dweet appeared and just looked at me from the distance. I nodded and let him get the unhook. Still 4k'd.
Usually survivors aren't much of a threat if you manage to hook 2 of them at the same time so might as well give them a few more chances. Gets you more points anyways.