Avatar

Yamaoka

Yamaoka

About

Username
Yamaoka
Joined
Visits
12,808
Last Active

Comments

  • @GannTM said:

    As a Spirit main, I 100% agree. She’s a lot more fun now that she has some kind of way to play around her. Can’t wait for all the people that think she’s dead to make the excuse that you only play against bad survivors.

    Nah it will be the new excuse "you must be low MMR"

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621569#Comment_2621569

    Even if you say you don't play survivor frequently, your MMR shouldnt be high since people only should be there with 1) they play a lot or 2) get boosted by swf.

    Being boosted by swf isn't really an indication of skill, but again that's a problem the devs still don't want to address.

    I'd consider myself high MMR, and I'm also in EU. I rarely see anything else besides nurse or blight, so I'm glad you're finding other killers I guess? I havent seen a freddy in weeks.

    I'm also at 5k hours, and I can admit I'm low MMR as killer, because I also do not play a lot of killer besides tome challenges these days.

    No need to get all sarcastic on me just because I thought you being high MMR was odd since you said you dont play survivor much.

    Just goes to show MMR isnt great since even people who dont play much get to "high" MMR-

    If I was low MMR I wouldn't get matched with high level streamers like Sawpalin (top tier survivor main) and Tru3, would I ?

    And as I said in the main post one of the reasons I even posted the thread was I had fun and took notes because I too usually see nothing but hug-teching Blights and Nurses when I play survivor. That's one reason why survivor is boring for me.

    Repairing gens: Boring.

    Looping: Either easy and boring against normal killers or impossible against high level Nurses and Blight (depending on map and rng/tiles).

    As for the MMR itself I doubt it even splits up the playerbase like MMR in other games because DBD doesn't even have a huge number of active players like let's say League Of Legends.

    Personally I think anyone that plays actively and wins more often than not might have similar MMR. This would explain why I get matched with and against high level streamers and the same people as high level streamers. I recognize some names at this point when I play or watch streams.

  • @HectorBrando said:

    13 games are nothing statistic wise, I understand your wish to share them but this kind of posts only use is to rile up mains (from wathever side feels afected) and start ranting about wathever flies their head.

    I can tell.

    Literally just thought it was cool not to face only Blight and Nurse for a survivor session and thus took notes of the matches to share and some people try and make more of it than it's supposed to be. I literally said:

    "These results aren't really supposed to mean anything because it's just 13 games but I thought I would share them anyways because I usually don't keep track of any game results."

  • @ElmosPayPig said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621526#Comment_2621526

    This toxic pc elitism needs to end.

    Not everyone can afford a 3k pc to play dbd well.

    And not everyone wants to be hunched over a desk. Some people like to sit back and "try" to enjoy dbd while playing on their couch with a tv(or in my case, in handheld mode).

    It doesn't take a gaming PC for 3k.

    Even a Series S for around 300 bucks can run DBD on completely stable 60 fps.

  • @JPA said:

    https://forum.deadbydaylight.com/en/discussion/comment/2621569#Comment_2621569

    gens are the things other survivors seem to cluster around, they are quite a good way of losing the Killer if they chase you as you can run at the gens and the killer might chase someone else

    --

  • @Marigoria said:

    How are you high MMR if you said you never play survivor? Kinda odd there

    First of all I didn't say "I never play survivor". I said:

    "I don't play survivor too frequently anymore". Major difference and you know that.

    Secondly MMR doesn't reset making the frequency of survivor matches trivial so if I escape a billion times, then play nothing but killer for ages, my survivor MMR will still be high.

    Lastly I have played a ton of survivor matches since MMR in total. It's just the frequency is a lot lower than my killer matches because repairing gens and looping has become boring for me.

    And since I escape as survivor far more often than not my MMR obviously will be on the high side. That's how MMR works.

    You escape often = high MMR.

    Not sure why it's hard to believe that someone has high MMR as survivor with a total of 5000 hours of experience in DBD.

    No wait, 5000 hour low MMR player here. What's gens again?

  • The killer used to host the match before dedicated servers were a thing so the killer always played with a 0 ping.

    That's why the killer ping isn't displayed to this day even though killers now are hosted like any other player which means the devs need to update the menu at some point so it displays the killer's ping as well at least in-game.

  • Yupp. The cap is usually 1 million but it doesn't apply to specific bonus points such as the new grade reset points, the bloodpoints we got in exchange for our Hawkins offerings and bloodpoint codes.

  • Well, that's one way to make Plague S-tier I guess.

    Blood puke almost all game every game.

  • Many things sound busted as hell if you don't actually have them in-game.

    Imagine Bubba wasn't in the game and people speculated what his power could be and someone would say:

    "how about a chainsaw attack that lets you instantly down all 4 survivors and also it should make you go faster and faster with each sweep so you catch up quicker and quicker. Oh and also you should keep 100% of your movement control during the attack so you can instantly down a survivor behind you then turn around and go after the other near-by survivor"

    Everyone would be like "that's busted" when in reality just about anything can be balanced around DBD's gameplay.

    Even a rocket launcher could be balanced if:

    - it was on a cooldown like Doctor's Static Blast

    - it had a rather small area of effect

    - it slowed Nemesis during the shot

    - it had a 5 second charge up time (in this case the time it takes for him to pull out the rocket launcher and scream S.T.A.R.S. before he takes the shot)

    - and if it had a time limit for its use like Trickster's main event so you can't effectively use the rocket launcher to camp

    Tada, you now have Nemesis rocket launcher in Dead By Daylight and it's nowhere near busted.

  • @danielmaster87 said:

    It feels less bad when you know how common it is. Literally, anyone who doesn't play Wraith or doesn't main him, go play Wraith until you get high MMR, and when you get 0k after 1k after 0k games, then you'll be able to feel what humiliation the OP is talking about.

    It doesn't even take high MMR Wraith games to realize just how normal losing as killer is.

    Literally just play any killer without slowdown builds and without tactics that are deemed unfair (camping, tunneling, slugging) and see what matches look like when you face survivors who do gens and hold W.

    That's all it takes to make just about any killer lose unless it's a die hard Nurse main, Blight main and maybe(?) Spirit with her best addons.

    Any 'normal' killer has to tunnel, camp, slug and run every slowdown in the book to have a chance against just decent (not even perfect, just decent) survivors.

    By the way this post isn't directly/exclusively for you @danielmaster87 as I know you're not new to the game.

  • To answer the question:

    No, it's obviously not fair to give you a bad match because of selfish teammates.

    However as a killer who's played since 2017 I typically don't care about what's fair or not. I just want to play a normal match so I will probably kill the survivor and move on unless they do something funny like looking up (some survivors look so goofy when they look up) or if I need bloodpoints as well (which isn't the case right now. I'm sitting on 2.1 million bloodpoints for the next chapter).

  • Killer queues take ages since MMR went live. Probably has something to do with the selection of the survivors you get matched with.

  • @Sluzzy said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617992#Comment_2617992

    Please explain POP, Undying, Ruin, Tinkerer. Solos can't overcome that. It's broken.

    Undying = not a slowdown perk. Totem defense perk.

    Tinkerer = not a slowdown perk. Gen information perk. Said information is often useless unless the killer has mobility.

    Pop = can't be used while Ruin is up so how does it stack when it's literally only 1 effect at a time?

    Ruin = usually gone in 1 minute by itself. Doesn't even do a lot to slow gens down unless you play a mobility killer.

  • The bully-toy because it doesn't matter who the next killer is. It's gonna be yet another toy to bully for high level survivors.

  • 8 hooks is more than 4 hooks. Is it that hard to understand?

  • @FrndlyChnswSalzmn said:

    https://forum.deadbydaylight.com/en/discussion/comment/2615598#Comment_2615598

    Hooking 2 people is not a win. It's a loss, definitively. Don't care how you try to spin it, it means you played badly and you are the reason Survivors expect easy games and the rest of us can't get a competitive match.

    Learn how to read.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617724#Comment_2617724

    I mean, I watched Schwabbel a bit a few days ago, there he had a Nurse-game which was done in a few minutes. Even with MMR, the matches can be pretty inconsistent.

    And I would not say that he is always focused, he often forgets how many Hooks the Survivors have, leading him to tunnel the wrong Survivor if he needs someone out of the game.

    But overall, one of the most chilled players at high MMR. (And with him I dont question that he is, played against him a lot before Dedicated Servers were a thing)

    Are you from his region? Just curious. And yeah I agree games still can be wildly inconsistent despite MMR.

    While the frequency of A.I.-like loopers has increased for me I too still get phases where I'll face literal baby survivors which kinda irritates me because it feels like it's literally "either - or".

    Either it's a flawlessly playing squad that kicks my arse or it's a bunch of seemingly inexperienced players who fall for anything resulting in a quick 4k which is just as boring for me as a match I can't win.

  • @ThatOneDemoPlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2617724#Comment_2617724

    That's horrible. I hope he never has to go though that ever again, noone should

    Not sure if you're being sarcastic (because many people on this forum are) but he was actually pretty chill about it even after the cheater match afterwards. He merely said that BHVR should do something regarding the anticheat in a very calm voice.

  • That's not a secret. Even ol' veteran killer main streamers get destroyed when they face top MMR survivors.

    Watched a german killer main yesterday called SchwabbelTown. That guy really knows what he's doing as a killer, has total awareness and is always focused yet even he ended up getting rekt often.

    Fastest game he had yesterday was 5 gens in 3 minutes and 20 seconds on reworked Crotus Prenn Asylum. That was WITH Ruin/Undying.

    In the post game chat a survivor told him to "play better next time".

    That's what killer gameplay on a high level has become. Arrogant survivors (because running in circles and holding the action key/button on a generator is so skillful) and killers who basically are there to make the gen repair simulator "intense".

    I'm starting to realize why I always face Nurse or Blight when I play survivor.

    EDIT: He too played Nurse after that 3 minute match and instantly found a cheater so instahealed, speed hacked, everything.

    The other survivors defended the cheater in post game chat saying he deserved it for playing Nurse.

    That's DBD.

  • That's why you shouldn't slug at all at the moment. It gives subtle cheaters a free opportunity to pick themselves up as you can usually not even tell whether they got picked up by a team member or not unless the whole team is down or 3 are down and you're in chase with the last survivor.

  • Quote: "Bubba waiting at the mouth of the volcano"

    Hey, I think there's a misunderstanding. I was there to protect you!

    Now excuse me - I have to insidious-camp your room to make sure nothing unexpected happens.

  • @BasementDweller said:

    Literally 2/4 of those perks can easily be removed.

    At this point it's even 3/4 of those perks as Boon: Shadow Step counters BBQ (and any other aura reading for that matter).

  • @anarchy753 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614702#Comment_2614702

    It's exceptionally easy to get a single kill. Almost no games ever happen where nobody gets hooked. In most, someone either gets hooked right before the last gen goes off, or shortly after.

    It doesn't take anything resembling a good killer to get a kill at that point, only the ability to not get distracted by survivors waving and running circles asking for attention. If someone goes for the unhook, you can easily hit them before and after the unhook and trade them onto the hook. EVENTUALLY, someone runs out of trades and dies. And that's if everyone doesn't just leave when they see you camping the last guy.

    It is absolutely disproportionately higher odds that a 0k turns into a 1k over every other change in number of kills.

    That's absolutely not how it works unless you play against potato survivors.

    In any match with decent survivors you can not just "make them trade".

    Survivor A takes the hit and runs away with the speed boost, survivor B unhooks while you're stuck in the cooldown animation of a successful hit and now you have a healthy and a Borrowed Time+DecisiveStrike survivor in front of you and if no one has died there's also a 4th survivor who can bodyblock for all of the other survivors.

    Now everyone gets out and you realize trading doesn't work like you expected.

  • @JohnWeak said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613483#Comment_2613483

    Ye but knowing BHVR, it will take like 2 years to have some real balance fixes. The game will die before they bring enough changes to improve the quality of life.

    I mean, DbD has been free of competition for years, not mentioning that multiplayer games released for 3 years are globally terrible but it's soon over.

    How can some players continue to play killer on a regular basis is unbelievable. I cannot play more than 2 or 3 games without being bored to death. Having to sweat the whole game to constate that the only viable way to win is to camp and tunnel is just a bad feeling.

    Killer/survivors interaction doesn't require skill or mind-game anymore. It's just super easy as a survivor, impossible as a killer.

    But well, no word from BHVR, they might be proud of their product...

    I know what you feel like. Had many games end in 3-4 minutes recently.

    The only reason I currently keep playing killer is I'm working towards my own little goals like mastering Billy curving or making a funny build work.

    If I merely played matches with the goal to 4k I'd have gone crazy by now.

    With all the high-hour survivor mains who never fall for mindgames and know every killer loop and power weakness you might as well just give up straight away (sometimes) unless you bring the absolute strongest slowdown stuff on the strongest killers which gets boring to use quickly as well.

  • @MojoTheFabulous said:

    This honestly sounds like a you problem to be honest. I've used 3 controllers from different consoles and none of them have had any problems.

    I'm not sure how the bumper gets screwed up but I guess you could have been pressing it in too hard. Spinning the stick around can be done pretty slowly to be fair as there is a cap on wiggle speed so for that I'd have to guess you were too aggressive with it.

    Definitely not a "you problem".

    XBOX controllers are poor quality which is why YouTube is flooded with XBOX controller repair guides.

    Particularly the rb (right bumper) and lb (left bumper) tend to break easily because the connection between the button itself and the connection point is made from a tiny piece of plastic which wears out and breaks quickly when used regularly.

    I personally have about 4 XBOX controllers because the LB and RB break all the time. I don't feel like repairing them so I usually just get a new controller everytime these low quality controllers break.

    I've also started re-mapping in-game actions in every game so I use LB and RB as rarely as possible.

  • Agreed, and that's just a blatant cheater. The number of subtle cheaters is (probably) unreal.

    I've come across a survivor recently who changed their movement speed slightly throughout the entire match and I wouldn't have noticed it at all had it not been for a moment where I chased them out in the open and wouldn't even catch up with bloodlust in a perfectly straight line. That person kept changing their speed slightly so it was really hard to notice anything (until I ran after them in the open with Bloodlust and wouldn't catch up that was).

  • @burt0r said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614678#Comment_2614678

    What i am really curious about is if and/or when they implement something against camping, how long and more importantly if they will do something on killer side to balance that.

    It took them nearly a year to give killer something in return for making moris basically animations only aka the hatch spawn changed. And that solution was also so basic (except for the unlock animation) that it was proposed in similar form already in the first week after the mori change.

    Personally I wish they adressed both things in one big update like let's say when they introduced the EndGameCollapse (I can't remember if they even announced it so for me it came out of nowhere).

    Would be really nice if they did a stream and were like:

    "hello gamers so here's a new mechanic that will make it so you can't get facecamped (insert happy survivor noises here) and at the same time here's a new mechanic that slows down gen progression in a fun way for both sides (insert happy killer noises here)"

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2614678#Comment_2614678

    Could you tell me where did you get that data about kill rates since SBMM?

    Someone posted them on page 1 of this thread. The list contains cenobite so all the killrate-% were affected by MMR. Cenobite was completely new at the time of those stats so he had the highest killrate at high-50s if I remember correctly. I wonder if the killrates dropped even further in the meantime as the MMR wasn't active for too long at the time that data was released.

  • Yeah right, if I 2 hook all 4 good survivors (8 hooks total) and everyone escapes on death hook while I'm playing a low tier killer without camping, tunneling, slugging and without a slowdown build then I'm a bad killer.

    And if I facecamp, tunnel, slug and 1-hook 4 bad survivors while playing top tier killers with a full slowdown build then I'm a good killer.

    You have no idea what you're talking about.

  • First of all stats mean nothing balance wise (i.e. Nurse is the weakest killer according to stats so there's that), secondly the kill rates dropped massively since MMR got added according to the latest stats.

    Average killrate for killers combined is just over 50% and that's still including all those matches where killers got looped / destroyed all game but managed get multiple kills via survivor altruism (especially endgame. Survivors still love to throw just because they want their 4 man escape).

    The devs recently mentioned they're working on something regarding camping so I assume the killrates will drop below 50% in the long run. Hopefully the devs will see it as an opportunity to introduce a new secondary objective for survivors.

    The game on a high level sucks for killers. All high level survivors loop perfectly, rarely fall for any mindgames, fly through the gens even while injured even if you play fair and know every killer power weakness. That's not fun no matter how you put it. Playing as the killer feels like being a plaything when all survivors know what they're doing.

  • @TheMadCat said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613704#Comment_2613704

    But what makes someone a good Killer then? Because I feel if a player is able to slug four other players before a single generator was repaired, it means they are super good at ending chases... or the Survivors were super bad.

    A good killer uses the killer's power to its full potential, knows every tile/loop in and out, knows every mindgame and calculates variables in chase (i.e. exhaustion perks: survivor A is gonna dead hard to this pallet so I'll keep the red glow behind them whilst moonwalking around said pallet to mindgame them into dead harding into me).

    If you camp/tunnel/slug at 5 gens you don't need to understand a lot about the game as you merely rely on altruism. Even the best loopers can be like "oh great another no skill camper let's get this over with and trade".

    Does that mean the survivor is bad because they didn't want to play another camper match and thus decided to trade allowing said facecamper to camp then slug (the unhooker) and tunnel the unhooked ? It means nothing regarding skill. Any ape can do it.

  • There are no ranks anymore.

    There are grades which merely display how much you played until grade reset. The grade reset seems to be bugged at the moment as some people got reset yesterday (including me).

    Your performance is now measured via invisible MMR ratings so 'good players' (according to their MMR) can be both... iridescent or ash grades.

  • Neither kills nor escapes is a good measure of skill.

    You can be a good killer and get 0 kills because you played fair with no camp, tunnel and slug and no slowdown perks.

    You can be a trash killer and get 4 kills because you camped, tunneled and slugged at 5 gens with every slowdown perk in the game.

  • The devs mentioned they want to do something about camping so chances are the kill rates will drop further which will allow them to possibly add something to the game that slows gen progression down without messing up the total balance.

    Right now they can't add a mandatory second objective for survivors because certain killers would just camp at 5 gens and then win at all times with no realistic counterplay.

    But once they get rid of camping the devs could do something for the health of killer gameplay.

  • Tinkerer by itself isn't even a strong perk. When you play against high level survivors they will often pop the gen in your face if you even get there in time.

  • I will probably never stop playing killer even though many games aren't particularly fun right now.

    The alternative (generator simulator) is boring as hell. I don't feel any sort of "woow" effect when playing survivor. Everything on the survivor side just feels boring because none of the few survivor mechanics is challenging.

  • There's good and bad days for everyone even with MMR. However some people (particularly good MMR killers) do encounter SWAT-teams regularly so unless they run 4 slowdowns and camp/tunnel/slug right off the bat while playing the strongest killers in the game there's no chance the match will be even close.

    Survivor objective takes around 3-4 minutes without slowdown builds. A good survivor can loop any "loopable" killer for at least 1-2 minutes. Go figure.

    Many killers are mechanically unable to end chases quickly if survivors know what they're doing regardless of the killer's skill/experience depending on the map/rng.

  • What I dislike is that circle of healing promotes hyper aggressive survivor gameplay with constant bodyblocking mid chase which drops the fun factor for any M1 killer if the survivor team uses the boon to its full potential.

    That's why I now exclusively play instadown killers even if they're not considered top tier.

    Currently trying to master curving-Hillbilly.

    Other options in this regard are Bubba, Myers, Ghostface (to some extent) and Oni. I suppose that's enough variety for those of us who are sick of getting bodyblocked mid-chase.

    Hell, I'm playing the killer yet survivors seem to go after me if I have to hit them twice. That feels like proper circus gameplay. Might as well add this whenever you're getting "chased" and blocked by survivors mid chase:

    https://youtu.be/zjedLeVGcfE


  • @humanbeing1704 said:

    Batteries dying mid chase

    Console exclusive problems unless there's battery keyboards

    That's why I use a wired afterglow controller. Having to check and charge batteries all the time gets annoying as hell.

    Untitled Image


  • In case you're new to the game:

    Blinding for the first time takes some seconds but chain-blinding (blinding the killer again while said killer is already blind) only requires the survivor to shine the flashlight for a split second so chances are the survivor merely chain-blinded you over and over again because you didn't look up/down after getting blinded.

  • Seems like many people are giving up on killer gameplay.

    Personally I play more killer than ever before because since MMR I just feel like losing as killer is the most normal thing.

    Doesn't mean I lose every match of course but you know... If you have those unwinnable matches at least you know it now happens to any other killer player as well.

    Tru3, CoconutRTS, Ralph, Otz, SchwabbelTown (a very good german killer main) etc. - all of them now lose regularly despite their experience and dedication.

    It's not rocket science. Killers have to juggle 4 survivors with 2 health states and 3 hook states while using the killer's mechanics to their full potential while survivors have to press the action button on windows and pallets to prolong chases and otherwise hold the action button on a generator to win. Survivor gameplay by default is just easier.

    The killer's objective not only takes longer (unless you try to slug and 1 hook everyone) but it's more difficult to complete said objective as well.

    Even if a survivor is fairly new to the game it will take a while to catch them if they just pre drop safe pallets and hold forward even if they don't even look behind them in chase.

    Think of The Game map. Not only are there a billion pallets but most of them are so safe the survivors can literally drop them without looking at the killer and be safe for a while unless it's one of the few killers that can somehow ignore pallets and still hit you (i.e. Nurse).

    That's just my opinion anyways as someone who's played both sides since 2017.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/291721/skill-ceiling-who-is-on-top-in-your-opinion

    i do not think its high skill when it revolves around survivor making an error for killer to be successful.

    survivor 1 is not using vantage points, Meg is suppose to be hugging the wall and reading red glow from either side. not being hesitating and waiting for curve to occur at mach 20 speed around corners.

    Kate is camping an unsafe pallet and waiting for billy to chainsaw his 2.5 second charge on other side of loop in which billy is slowed when using his chainsaw. The smarter play is to wait for billy to charge his chainsaw for about 1.1~ seconds and than go around unsafe short side of the loop. Billy will be unable to make curve before survivor reaches end of short end of the loop and will be slowed for 1.1 seconds as you cannot cancel his chainsaw mid charge without either letting meter go down or purposely swing an m1 which will result in missed attack cooldown.

    Survivor 3 is greeding pallets too hard. she is in range to be m1 by any killer and if your going greed pallets this hard without dead hard and if your going greed pallets this hard, you should at least make an effort to go on outsider part of the loop so that billy has to make predictions of whether he should curve inwords or outwards. The safer play is just dropping the pallet and getting a stun for free distance to next loop. Window loops are much superior vs billy than filler pallets.

    How the survivor playing poorly on all 3 accounts revolves around killer having high skill-cap? Base-billy is noobstomper. he is designed around backrev instant down survivors out of position and curving survivors that make poor decision choices at loops. You will often face billy's with Lopros chains and Doom engravings and none of them are ever successful in curving good survivors with good movement.

    By that logic there's no skill in any killer other than Nurse because if a survivor makes no mistakes and has good rng on their side then pretty much no killer power will do anything.

    The game is designed around misplays from the survivor side which isn't exactly a secret.

  • I too started (winter) 2017 and still enjoy the gameplay.

    Obviously the game does need fixes, changes, buffs, nerfs, reworks, additional content (especially new maps at this point imo) etc but the gameplay itself still isn't boring to me to this point as there's always something you can try, learn or improve at.

  • @throwaway79465468797 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2607145#Comment_2607145

    Yeah of course. You mentioned that Billy players should learn how to curve their sprints and how it adds to the complexity for Billy players. I was saying that you could instead chase a survivor while charging up your sprint, thus reducing the need to curve your chainsaw at all.

    I think 92% move speed isn't slow enough to lose a lot of distance on a survivor moving at normal speeds. 2.5s charge time doesnt leave much room to run away. If I'm reading that right they either lose no distance at all or very little.

    Either way the distance is so subtle that I myself will often chase survivors just to get that sweet chainsaw down without having to guess where I'll end up by the end of it. In other words theres no reason to add complexity to something that's already fairly easy to pull off.

    I think Hillbilly respectfully deserves his easy rating. I didnt find him very challenging to play at all. Trickster on the other hand... you see all of the complaints about him. Most people dont enjoy playing him. He doesnt deserve his easy rating in my opinion. Much higher skill tier than Billy.

    Wait... People never complained about Trickster being hard to play power wise. People complain about Trickster because he doesn't excel at anything at base.

    I have yet to see a person say they can't play Trickster because his power is too hard to use mechanically.

    Meanwhile many people including long term streamers agree that Billy is mechanically one of the most demanding characters in the game so not sure if you're just trying to troll or not at this point.

    The in-game ratings don't even mean anything regarding the skill ceiling, too. Freddy is rated as hard even though the community has considered him braindead-easy. Otz used to say "even a monkey could play Freddy".

    Also you have yet to explain Trickster's skill ceiling because all he can objectively do is spam throwing knives while looking at the survivors. That does require some precision but other than that there's nothing to learn.

    What can a 1000 hour Trickster do that a 10 hour Trickster can not?

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/291721/skill-ceiling-who-is-on-top-in-your-opinion

    I know I'm not adding a lot to this discussion, but I just wanted to say damn son, thems are some sexy curves.

    Thank you. Appreciate the kind words! Been practicing curves for quite a while but still mess up regularly. I really wonder if curving becomes consistent at some point if you just put enough time into it.

  • @throwaway79465468797 said:

    I think its Trickster because with Billy you can still chase them while charging up your chainsaw.

    I'm confused. What do you mean by you can "chase while charging"?

    Billy moves at 92% during the charge up phase so you do lose distance when charging/feathering the chainsaw.

    Also I said skill ceiling.

    Can you explain how Trickster has the highest skill ceiling?

  • @Phasmamain said:

    Overall billy has the highest skill ceiling but I’m going to be biased and say clown. His skill ceiling is deceptively high especially with the antidote

    I've never played Clown and rarely ever see anyone play him so I'm genuinely curious now. What would be a skill ceiling scenario for Clown ?

    So basically something that takes time, dedication, precision, good reaction times or whatever etc. to master ?

1 2 3 4 5 6 … 75