This is why killers call the game survivor sided!

This type of play shouldn't be possible in the game. It doesn't matter that "not every swf is like this". If you pay 10 games and 2 of those matches are like this, you're probably done with the game for the day, which is why survivor queue times are horrendous these days.

No counter play at all. Over use of the "tactical" flashlight macro spam, "non-game changing" boons, loops that are too strong, etc.

I can't imagine new players sticking with the game if this type of play is allowed to persist.

https://youtu.be/8TJSvaDTrWA


Comments

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708043#Comment_2708043

    Some people dont really want to have a fair discussion they just want to claim they are under powered in a video game in a place that just milks that idea dry.

    Use lightborn.

    I have no idea why such a simple question is so hard to answer. Sometimes matchmaking screws up. Sometimes people don't bring a perk. Sometimes, the need to bring the perk isn't obvious because it's a last second swap. Whatever the case is, games do sometimes get in a position where the Killer isn't going to get any kills. And on its own, that's fine, losing is part of the game.

    But there's the question: is it fine if the Survivors then choose to not do a gen and drag the game out until they get bored of their superior position?

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708061#Comment_2708061

    I have no idea why such a simple question is so hard to answer. Sometimes matchmaking screws up. Sometimes people don't bring a perk. Sometimes, the need to bring the perk isn't obvious because it's a last second swap. Whatever the case is, games do sometimes get in a position where the Killer isn't going to get any kills. And on its own, that's fine, losing is part of the game.

    But there's the question: is it fine if the Survivors then choose to not do a gen and drag the game out until they get bored of their superior position?

    I wish I had survivors in my games who didnt do gens.

    And I'm gonna be honest, I don't even know which "simple question" that is because at this point I'm just bored and not reading the novels people right that at the end of the day the TLTR is just "survivor op"

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708104#Comment_2708104

    I wish I had survivors in my games who didnt do gens.

    And I'm gonna be honest, I don't even know which "simple question" that is because at this point I'm just bored and not reading the novels people right that at the end of the day the TLTR is just "survivor op"

    I mean I've stated it twice on this page alone: if the survivors are, for whatever reason, much better than the killer, should they be able to spend 10 minutes not doing the last gen even though they're not getting hooked or slugged either?

    Doesn't require survivors to be OP in the general sense, just in an individual game. Like times a team has been waiting too long and you get 10k hours matched up against new players, or someone's playing an objectively terrible build on a bad killer.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708061#Comment_2708061

    I have no idea why such a simple question is so hard to answer. Sometimes matchmaking screws up. Sometimes people don't bring a perk. Sometimes, the need to bring the perk isn't obvious because it's a last second swap. Whatever the case is, games do sometimes get in a position where the Killer isn't going to get any kills. And on its own, that's fine, losing is part of the game.

    But there's the question: is it fine if the Survivors then choose to not do a gen and drag the game out until they get bored of their superior position?

    It's against the rules to hold any game hostage, whether it be killer or survivor.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708125#Comment_2708125

    I mean I've stated it twice on this page alone: if the survivors are, for whatever reason, much better than the killer, should they be able to spend 10 minutes not doing the last gen even though they're not getting hooked or slugged either?

    Doesn't require survivors to be OP in the general sense, just in an individual game. Like times a team has been waiting too long and you get 10k hours matched up against new players, or someone's playing an objectively terrible build on a bad killer.

    It would be great if there was a way to concede, but there isn't a way to do that. If I find myself in this situation where I'm matched against a squad that's just trying to make the game as annoying as possible or where they're all god loopers with 5k+ hours, I just go AFK and stare at the wall. They get bored quickly and go back to their 10 minute queue.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708104#Comment_2708104

    It's against the rules to hold any game hostage, whether it be killer or survivor.

    What they were doing, as annoying as it is, isn't holding the game hostage. The killer could still move and hit them and hook them. Do these easily? No, but it wasn't impossible.

    But what some people are trying to say is that with the constant flashlight saves they were keeping the killer hostage, which is ridiculous.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708140#Comment_2708140

    What they were doing, as annoying as it is, isn't holding the game hostage. The killer could still move and hit them and hook them. Do these easily? No, but it wasn't impossible.

    But what some people are trying to say is that with the constant flashlight saves they were keeping the killer hostage, which is ridiculous.

    I agree with you, I don't think this is a situation where the game was held hostage. There are times when you get bad games, either a 4 man slug on 5 gens with a Nurse or a flash-light survivor deathsquad. It sucks but it happens.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708159#Comment_2708159

    I agree with you, I don't think this is a situation where the game was held hostage. There are times when you get bad games, either a 4 man slug on 5 gens with a Nurse or a flash-light survivor deathsquad. It sucks but it happens.

    That's the question, isn't it? If a Killer wants to mess with weaker players, the game WILL end. Either they'll bleed out or refusing to down them will get the gens done and they can leave--maybe an extremely strange build with Surge would keep it from ever happening?

    We should really have something that works in the other direction. No pseudo-hostage situations where someone is that outclassed but the game won't end because people are being jerks. It can already be forced if the gens are done.

    Maybe start a timer to count how long since anyone worked on a gen? If the team is alive.

  • @RainehDaze said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708167#Comment_2708167

    That's the question, isn't it? If a Killer wants to mess with weaker players, the game WILL end. Either they'll bleed out or refusing to down them will get the gens done and they can leave--maybe an extremely strange build with Surge would keep it from ever happening?

    We should really have something that works in the other direction. No pseudo-hostage situations where someone is that outclassed but the game won't end because people are being jerks. It can already be forced if the gens are done.

    Maybe start a timer to count how long since anyone worked on a gen? If the team is alive.

    It's still not pseudo hostage. That's like saying impossible skill check Doctor having a 3 gen and survivors not being able to do gens because the killer just stays in the middle and doesn't let them get to one is the game being held hostage. It's not.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708190#Comment_2708190

    It's still not pseudo hostage. That's like saying impossible skill check Doctor having a 3 gen and survivors not being able to do gens because the killer just stays in the middle and doesn't let them get to one is the game being held hostage. It's not.

    But the difference is one of these games is still winable it's like I told you before

    If I wanna dick around with my mates and head stun and flash bang and flashy save a killer to death then they aren't gonna kill us I'm sorry but your not we are 2 coordinated and we all have many many hours in this game

    How is that fair? That you have to be the best of the best killer player

    To even stand a chance vs a average swf dicking around

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708190#Comment_2708190

    It's still not pseudo hostage. That's like saying impossible skill check Doctor having a 3 gen and survivors not being able to do gens because the killer just stays in the middle and doesn't let them get to one is the game being held hostage. It's not.

    If the Survivors literally can't do gens in that situation and the Killer is refusing to even hit them when they're stood in his face, it's the same problem. Winning side isn't letting the game end, it's not TECHNICALLY against the rules because it is theoretically possible they might slip up before they get bored.

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708205#Comment_2708205

    But the difference is one of these games is still winable it's like I told you before

    If I wanna dick around with my mates and head stun and flash bang and flashy save a killer to death then they aren't gonna kill us I'm sorry but your not we are 2 coordinated and we all have many many hours in this game

    How is that fair? That you have to be the best of the best killer player

    To even stand a chance vs a average swf dicking around

    So what you're saying is that if 2 of my team mates dc at 5 gens, and the game is unwinnable to me, it's the same as holding the game hostage?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708209#Comment_2708209

    So what you're saying is that if 2 of my team mates dc at 5 gens, and the game is unwinnable to me, it's the same as holding the game hostage?

    If the Killer keeps you off gens but makes no attempt to down you.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708209#Comment_2708209

    So what you're saying is that if 2 of my team mates dc at 5 gens, and the game is unwinnable to me, it's the same as holding the game hostage?

    No because again technically you can actually still win that and even if you don't you just hide in a locker till the other guy dies then you get hatch

    What I'm telling you is that against 95% of killers going against a team as good as mine although you technically could kill any one of us you are never going to ever

    Doesn't matter if you got tinker, one shots, undying, ruin, none of that matters

    Vs a very well coordinated swf you aren't winning unless your a top 5% killer player

    Is that fair?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708229#Comment_2708229

    No because again technically you can actually still win that and even if you don't you just hide in a locker till the other guy dies then you get hatch

    What I'm telling you is that against 95% of killers going against a team as good as mine although you technically could kill any one of us you are never going to ever

    Doesn't matter if you got tinker, one shots, undying, ruin, none of that matters

    Vs a very well coordinated swf you aren't winning unless your a top 5% killer player

    Is that fair?

    You can also win against flashlights. Their batteries end, then what?

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707968#Comment_2707968

    At least I actually have some type of proof that the game is more Killer-sided. No one in this entire thread, that is 5 pages long, has presented any valid evidence except for me.

    Sure, when you like to ignore context, I can do it too, right? Have you ever heard about team Oracle?

    So 1 hook total here:

    https://www.youtube.com/watch?v=4f4GXiJPYmk

    Another 1 hook game:

    https://www.youtube.com/watch?v=Ou8eqghyNik


    0 hooks:


    https://youtu.be/m3sO-BAgom8

    0 hooks:

    https://www.youtube.com/watch?v=q3J-WImbQIs


    You use Big data, which was always terrible to prove anything -> Nurse sucks so much, right? So, I can use tournament level team records to prove that this game is survivor sided.

    Big data is super boosted, it just mean absolutely nothing without MMR, number of hooks and pick rate (sample size).

    Everyone with some hours know that this game is simple:

    Low MMR: Killer sided.

    Medium MMR: kinda balanced, depends on killer.

    High MMR: survivor sided, except top 3 killers.

    Tournament level: survivor sided no matter what.

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707974#Comment_2707974

    Sure, when you like to ignore context, I can do it too, right? Have you ever heard about team Oracle?

    So 1 hook total here:

    https://www.youtube.com/watch?v=4f4GXiJPYmk

    Another 1 hook game:

    https://www.youtube.com/watch?v=Ou8eqghyNik

    0 hooks:

    https://youtu.be/m3sO-BAgom8

    0 hooks:

    https://www.youtube.com/watch?v=q3J-WImbQIs

    You use Big data, which was always terrible to prove anything -> Nurse sucks so much, right? So, I can use tournament level team records to prove that this game is survivor sided.

    Big data is super boosted, it just mean absolutely nothing without MMR and number of hooks.

    Everyone with some hours know that this game is simple:

    Low MMR: Killer sided.

    Medium MMR: kinda balanced, depends on killer.

    High MMR: survivor sided, except top 3 killers.

    Tournament level: survivor sided no matter what.

    Well if you call people using stretched res "tournament level" whatever that means.


  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708292#Comment_2708292

    Well if you call people using stretched res "tournament level" whatever that means.

    Lol, this is team Oracle. They actually played a lot of tournaments and they are really good. So yeah, I am going to call a team that actually played tournaments "tournament level" :D

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708293#Comment_2708293

    Lol, this is team Oracle. They actually played a lot of tournaments and they are really good. So yeah, I am going to call a team that actually played tournaments "tournament level" :D

    Totally off topic but who does these "tournaments"?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708248#Comment_2708248

    You can also win against flashlights. Their batteries end, then what?

    Head on doesn't run out, flash bangs don't run out, if I bring a team with windows and any means necessary pallets don't run out none of that is a counter to the fact that 95% of killers can't beat my team

    And we aren't even tournament level players

    If asked you three times now and you've dodged it all 3 times

    HOW IS THAT FAIR?

    Sorry for the caps I figured It would help you see the question better

  • Depends, they are usually just public open tournaments with some limitations for both sides, where everyone can play for prize money.

    Hexy with Dowsey have done some in past. It's often hosted by streamers, because they can easily get money to "donate" and stream them to gain money back.

    Not long time ago there was no limits tournament, that was interesting.


    EDIT: here are results of no limits tournament

    @zarr said:

    Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place.

    I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2. My experience with and analysis of tournament DbD has contributed to my opinion that the game is actually reasonably well-balanced at the top end, and to my understanding of why the game is statistically killer-sided in public matchmaking. Since killers can evidently compete even against survivor teams composed of some of the very best, most practiced players in the world that are also using voice communications (and do so in very efficient ways) and have highly coordinated loadouts, strategies and tactics, it is easier to understand why in the public matchmaking environment where only around 5% of the player pool even are 4-player SWF groups (of which even less use voice chat, and of which in turn only a tiny fraction is as skilled as tournament players, let alone as practiced and experienced as a team), killers overperform. I think in a scenario of a killer player facing four random survivor players (no voice communication, no prior coordination of builds, strategies or tactics) each equally as skilled and experienced as the killer player, the game is actually favouring killers. I would expect the average result to fall around 2.5 kills. Of course, different killer characters and maps affect things, but we know from public stats that none of them favour survivors universally (even the statistically weakest killer on the statistically strongest survivor map still averages above 2 kills), and so I would assume that scales into the theoretical realm of 5 completely equally skilled and experienced players facing off similarly to how the killer-leaning universal balance scales into the competitive realm. That is to say, I would expect most killers on most maps to still fall within a range of 2-2.5 kills.

    One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles. I have never taken real issue with that given that the loadouts in these tournament matches are still entirely comparable to those you will see in an average public match (if anything they are much more optimized), and argued that the overwhelming skill, experience, practice and coordination disparity would already more than make up for loadout differences compared to public teams anyway (meaning even with 10 Decisive Strikes the average public group would still not be anywhere near as competitive as these tournament teams are with their 1 Decisive Strike that they are usually allowed to have), but still, those restrictions do make the tournaments somewhat of an artificially balanced realm.

    In the tournament I'm talking about now, all those restrictions were removed. So not only do you have some of the most skilled, experienced, practiced players in the world communicating with voice chat and coordinating their builds and plays, but they also get to use the most busted stuff, such as 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes. This is a level of play and coordination and of sheer stacked loadouts that you will never see in public matchmaking. ...And yet, as the following stats show, the killers were absolutely able to compete.

    https://us.v-cdn.net/6030815/uploads/D3QJSAMEUAP8/wispy-everything-allowed.png

    So, we have an average of 2.16 kills, again as in all other tournaments a slightly killer-leaning result. We can see that 11 of the 30 matches ended in outright killer victories (3k, 4k), 13 in outright survivor victories (0k, 1k), and 6 in ties (2k). If we take into consideration that 3 times players decided to play non-S-tier killers (Pinhead, Huntress, Oni), we can say that outright victories are basically an exact split between both roles; in terms of kills, 40% of the time killers won, 40% survivors did, and 20% of the time they drew. That's a surprising level of balance given the ridiculous loadouts at play. It is also worth pointing out that killers overwhelmingly often lose less decisively than survivors, which is to say when the killer loses they usually at least still kill 1 survivor (of 13 losses, 12 (92%) were 1 kill losses), while survivors most of the time lose with 0 escapes rather than 1 (of 11 losses, only 3 (27%) saw 1 survivor escape).

    Another argument people may have even if they accept the statistical fact that the game is balanced at the top end in terms of kills, is that it is not balanced in terms of hooks. I unfortunately did not count the actual amount of hooks while watching the matches, but I believe that hook stages can still be used to draw reasonable conclusions in that regard. So, if we assume the typical "the killer can just tunnel one survivor to death and then facecamp a second survivor in the endgame to achieve a "balanced" result of 2 kills" scenario that is often brought up to argue that an outcome of 2 kills does not necessarily mean the match was "balanced" in a "healthy" way, we would expect 6 stages to be the dominant result. Looking at the stats, we can see that of 30 matches, only 6 ended in 6 stages, or one fifth/20%. 22 matches ended with at least 7 stages, meaning 73% of matches were killer victories in terms of hook stages, and they were not achieved simply by tunnelling one and camping another survivor. This is also obvious by looking at the fact that none of the 6 2k matches ended in 6 stages, all of them had more. In fact, as you can see further at the bottom of the stat sheet, the perk No Way Out was used in 66% of the matches, and it obviously encourages spreading out your hooks on all survivors. On the flipside, only 2 matches ended with less than 6 stages, a mere ~7%. It is therefore obvious that in terms of hook stages (and in deduction hooks) the game leans even more toward killers.

    Now it of course has to be noted that this goes for Nurse, Blight and Spirit, players didn't usually pick other killers for obvious reasons. Either way, at least those three can provably more than compete with even the absolute best that a survivor side can put up (which is way beyond what any public group ever will). This is something that surprised even myself. I always knew the game was much more balanced than many people make it out to be, and tournament results have always supported that, but I did still believe that given the ability to use the absolutely most stacked loadouts of multiple purple med-kits with Styptics, multiple BNP, 4 DS, etc., average kills would at the very least be slightly below 2 rather than still slightly above. Pretty crazy honestly.

    In other tournaments even various of the other killers average out around 2 kills and 6-8 stages with 4-kill matches absolutely being possible, but tournaments do show that only roughly half of the killers are viable at the highest level, with only Nurse, Blight and Spirit viable enough to consistently be able to 4k, Twins being a close contender. It also has to be noted that the map pool in this tournament was limited, and although it included Wreckers' Yard, Dead Dawg Saloon, Rancid Abattoir and Gas Heaven which with few exceptions represent the state of balance of most maps in this game, I do think there are more survivor-favouring maps than killer-favouring maps overall. A variety of killers deserve buffs, a variety of maps should be further adjusted. But those buffs and adjustments are not strictly necessary from a public matchmaking perspective - not only can killer players simply choose to play S-tier killers every single time if they so desire, but good killer players win the majority of their pub matches even with the lowest-tier killers. Public matchmaking even with MMR is simply not able to provide good killer players with equal opponents sufficiently consistently. But likewise, the weakest killers could all be buffed, the problematic maps all adjusted, without it all too negatively impacting public matchmaking balance either.

    The perks used here tell some clear stories too. There are only 19 different survivor and 15 different killer perks in the total pool. That shows how limited the pool of the strongest perks in this game is - 34 out of a total 185 perks seeing use. Not only that, but if we look at how often the individual perks are being used, it becomes clear that it's really only a handful for either role that dominate: Dead Hard and Decisive Strike alone already make for almost half of all survivor perks used, with Borrowed Time, Unbreakable, Deliverance and Prove Thyself making up another ~40%. So almost 90% of all perks used for survivors consist of only 6 different ones. For killers it's similar, with Corrupt Intervention, Deadlock, No Way Out, Lethal Pursuer, Ruin and NOED being 6 perks combining for 86% of all perks used.

    I do think a ton of perks should be buffed to get them to a level where they are even approachingly able to compete for slots with perks the likes of those mentioned, but I don't think that the limitedness of perk usage at the absolute top level is necessarily all too problematic. In games there always are a fairly limited amount of S-tier characters and items, and it's no different in DbD. Ideally there would be more for a more varied top-level meta, but in public matchmaking you can already get pretty creative with your loadouts without giving up much. However, the perks do tell us a bit about the gameplay and parts of it could be seen as problematic: The prevalence of DS, BT, Unbreakable and Deliverance show that camping, tunnelling and slugging are the most effective killing strategies that survivors have to combat. Maybe the game could be better if it was reworked to concentrate more strictly on getting as many hooks as possible rather than revolve around these strategies at the top end. On the killer side, Corrupt and Pursuer highlight that the early game is crucial for killers, they have to get pressure up as soon as possible. It could help to introduce an "early game collapse" phase after all, such as simply by blocking all generators until the first chase has begun. No Way Out and NOED on the other hand highlight the fact that killers are at a disadvantage in the endgame - healthy survivors hit with a basic attack can regularly make it to a gate even over large distances, and killers regularly cannot defend gates unless they happen to spawn within close proximity of one another. I personally would not be opposed to the idea of having NOED be a basekit mechanic, without the movement speed boost, giving survivors a totem counter at base at the same time. To bring Nurse and Spirit in line with a NOED basekit reality, I think making Lethal Blink hits and Grudge hits not count as basic hits would be a welcome adjustment (it would be even without basekit NOED).

    Some other notes: No Way Out's popularity shows that even the best killer players expect to get into an endgame scenario regularly in even matches. I think there has to be a change in mentality of players to not consider a game lost just because all generators have been completed. Given a desired goal of 2 kills and 2 escapes, a balanced match obviously has to see all generators get finished. Not only that, but since killers can almost always all but guarantee 1 kill in the endgame, a balanced match much of the time is expected to see all generators get finished with at least 3 survivors still alive at that point. Food for thought.

    I was surprised that Circle Of Healing didn't see more play. It goes to show that other perks are more valuable if you just bring a med-kit. The standard build for most teams was: 4 DS, 4 DH, 2 BT, 2 Deliverance, 2 Unbreakable, 2 Prove Thyself, with everything else being "tech" variations, and Circle not even being a popular tech (only brought in for 3 matches of the 30).

    The problematic add-ons are definitely still problematic: Nurse's range add-ons, Spirit's Mother-Daughter Ring, Blight's Alchemist Ring, Brand New Parts, Styptics, Syringes - these are all blatantly overtuned, and particularly the survivors' ability to bring 4 overtuned add-ons is ridiculous. I would even say it's precisely the ability to bring multiple that makes them a problem - if random survivors only bring 1-2 of these (which is already fairly rare), their impact potential is mostly alright. I think SWF groups should have perk and item limitations in place, such that they can only bring any perk or item/add-on at most 1 time. The killer add-ons should simply be rebalanced.

    Moris are still the most balance-relevant offering in the game. Without map offerings, survivors in this tournament usually burned Petrified Oaks, and their impact on the matches was moderate at most. The Ebony Memento Moris that killers usually burned on the other hand consistently made much more of a difference. Bypassing any and all rescue mechanics (DS, bodyblock and sabo plays, pallet and flashlight saves) as well as saving time and holding positions particularly in the endgame turned out to be crucial at various points in these matches. That said, I still think moris are in a fairly good spot now.

    Final note: The finals of the tournament are actually still to be played out. They will happen next weekend, so keep on eye out on the stream I linked.

    Sadly Zarr tracked only hook stages instead of hooks...

    But yeah, kinda top 3 killers only with some other killers that got destroyed.

    So yeah, you can say this game is balanced for 3 killers out of 26.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708248#Comment_2708248

    You can also win against flashlights. Their batteries end, then what?

    If the survivors were doing a flashlight strat, they do the last gen and skedaddle in like 2 minutes, as they could have done at any point but weren't because "flashlight stun the killer who isn't doing anything" is apparently fun for them.

  • MMR + boons have just made killer completely unfun, its not worth the stress

    I am a huge sucker for xmas events, I cant wait for this one to be over, even its survivor sided

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708289#Comment_2708289

    Head on doesn't run out, flash bangs don't run out, if I bring a team with windows and any means necessary pallets don't run out none of that is a counter to the fact that 95% of killers can't beat my team

    And we aren't even tournament level players

    If asked you three times now and you've dodged it all 3 times

    HOW IS THAT FAIR?

    Sorry for the caps I figured It would help you see the question better

    You can go to lockers all you want, like someone said, you will go down if you need to mend, which tru3 could have applied easily with frenzy.

    for any means necessary to work, the killer cant break pallets, and if the killer isn't breaking most pallets, it seems like you really aren't going against a good killer to begin with, since there's a lot of safe pallets that need to be broken.

    Edit: Flashbangs are also not infinite, since gens are not infinite.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708309#Comment_2708309

    You can go to lockers all you want, like someone said, you will go down if you need to mend, which tru3 could have applied easily with frenzy.

    for any means necessary to work, the killer cant break pallets, and if the killer isn't breaking most pallets, it seems like you really aren't going against a good killer to begin with, since there's a lot of safe pallets that need to be broken.

    Edit: Flashbangs are also not infinite, since gens are not infinite.

    I don't think your quite understanding my example at all and yet you somehow still didn't answer the question :/

    In my example it could be any killer I'm not talking specifically about trues stupid clip he just played that bad

    Let me make it clear for you if I have a 4 man and I'm playing against you or 95% of the killer population and we want to ######### around and troll you we can as much as we want and you can't force us to do gens and you won't kill us we can effectively hold the game hostage for as long as we want or until we run out of resources whichever comes first

    Does that make it more clear for you?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708335#Comment_2708335

    I don't think your quite understanding my example at all and yet you somehow still didn't answer the question :/

    In my example it could be any killer I'm not talking specifically about trues stupid clip he just played that bad

    Let me make it clear for you if I have a 4 man and I'm playing against you or 95% of the killer population and we want to ######### around and troll you we can as much as we want and you can't force us to do gens and you won't kill us we can effectively hold the game hostage for as long as we want or until we run out of resources whichever comes first

    Does that make it more clear for you?

    Ok, show me a video of you holding a game hostage while using flashbangs and headons against a top tier nurse/blight with 4 good perks.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708364#Comment_2708364

    Ok, show me a video of you holding a game hostage while using flashbangs and headons against a top tier nurse/blight with 4 good perks.

    What about anybody that doesn't wanna play those 2 killers?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708370#Comment_2708370

    What about anybody that doesn't wanna play those 2 killers?

    I mean if I also only want to play with no mither in solo q, should I be upset and say "killers op" if I lose? No.

    Right now those are 2 viable killers against coordinated swf. Nobody is forcing anyone to play them, but if you play a weak killer and lose against a good swf, you shouldnt be surprised.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708373#Comment_2708373

    I mean if I also only want to play with no mither in solo q, should I be upset and say "killers op" if I lose? No.

    Right now those are 2 viable killers against coordinated swf. Nobody is forcing anyone to play them, but if you play a weak killer and lose against a good swf, you shouldnt be surprised.

    But for the forth time I'll ask you it and see if you have a answer

    Is that fair?

  • @LoneSlinger said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708377#Comment_2708377

    But for the forth time I'll ask you it and see if you have a answer

    Is that fair?

    I never said it is fair. But it is what it is.

  • Believe it or not but some of us killers don't complain about everything we just want the game to be fair

    Not it is what it is

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2707974#Comment_2707974

    Sure, when you like to ignore context, I can do it too, right? Have you ever heard about team Oracle?

    So 1 hook total here:

    https://www.youtube.com/watch?v=4f4GXiJPYmk

    Another 1 hook game:

    https://www.youtube.com/watch?v=Ou8eqghyNik

    0 hooks:

    https://youtu.be/m3sO-BAgom8

    0 hooks:

    https://www.youtube.com/watch?v=q3J-WImbQIs

    You use Big data, which was always terrible to prove anything -> Nurse sucks so much, right? So, I can use tournament level team records to prove that this game is survivor sided.

    Big data is super boosted, it just mean absolutely nothing without MMR and number of hooks.

    Everyone with some hours know that this game is simple:

    Low MMR: Killer sided.

    Medium MMR: kinda balanced, depends on killer.

    High MMR: survivor sided, except top 3 killers.

    Tournament level: survivor sided no matter what.

    So you think 5 or so Cherry-Picked games is more valid than the data from the Developers. I can get 5 Cherry-Picked games and show the EXACT opposite of what you showed. That makes me as right as you are, which is not at all.

    But here, let's ignore the most valid set of data anyone has, which is the data from the developers and use data from a more recent tournament, that Scott Jund has actually done for you on a youtube video. The tournament was entirely unrestricted, it was recent, and it very closely followed the stats shown by the Developers.

    Tournament Indicates DBD is Actually Decently Balanced at Highest Level - Dead by Daylight - YouTube

    Now you may said it only is valid for certain Killers, except if you look right below that video, then you will see another tournament that Scott Jund did a spreadsheet on and it too was very close to what the Developers are showing, data-wise, also. Except it didn't have the 3 killers you are talking about in it. It had Pyramid Head, Freddy, Michael Myers, Nemesis, Demogorgon all Killers that aren't considered that good. Except they were getting around a 2.3 kill rate in those tournament.s

    all hallows eve data - Google Sheets

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708292#Comment_2708292

    So you think 5 or so Cherry-Picked games is more valid than the data from the Developers. I can get 5 Cherry-Picked games and show the EXACT opposite of what you showed. That makes me as right as you are, which is not at all.

    But here, let's ignore the most valid set of data anyone has, which is the data from the developers and use data from a more recent tournament, that Scott Jund has actually done for you on a youtube video. The tournament was entirely unrestricted, it was recent, and it very closely followed the stats shown by the Developers.

    Tournament Indicates DBD is Actually Decently Balanced at Highest Level - Dead by Daylight - YouTube

    Now you may said it only is valid for certain Killers, except if you look right below that video, then you will see another tournament that Scott Jund did a spreadsheet on and it too was very close to what the Developers are showing, data-wise, also. Except it didn't have the 3 killers you are talking about in it. It had Pyramid Head, Freddy, Michael Myers, Nemesis, Demogorgon all Killers that aren't considered that good. Except they were getting around a 2.3 kill rate in those tournament.s

    all hallows eve data - Google Sheets

    I think the devs data is largely worthless until they hire a statistician to go over them. There's a reason statisticians exist, are hired, and require a degree. Because the average person can't read statistics at all. They just jump to conclusions.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708292#Comment_2708292

    So you think 5 or so Cherry-Picked games is more valid than the data from the Developers. I can get 5 Cherry-Picked games and show the EXACT opposite of what you showed. That makes me as right as you are, which is not at all.

    But here, let's ignore the most valid set of data anyone has, which is the data from the developers and use data from a more recent tournament, that Scott Jund has actually done for you on a youtube video. The tournament was entirely unrestricted, it was recent, and it very closely followed the stats shown by the Developers.

    Tournament Indicates DBD is Actually Decently Balanced at Highest Level - Dead by Daylight - YouTube

    Now you may said it only is valid for certain Killers, except if you look right below that video, then you will see another tournament that Scott Jund did a spreadsheet on and it too was very close to what the Developers are showing, data-wise, also. Except it didn't have the 3 killers you are talking about in it. It had Pyramid Head, Freddy, Michael Myers, Nemesis, Demogorgon all Killers that aren't considered that good. Except they were getting around a 2.3 kill rate in those tournament.s

    all hallows eve data - Google Sheets

    Yes, that is tournament I was talking about with no limits:

    but tournament from that google and Scott's video are not same...

    Tournament from that video is hosted by wwispy1 and data from it are here:

    @zarr said:

    Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place.

    I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2. My experience with and analysis of tournament DbD has contributed to my opinion that the game is actually reasonably well-balanced at the top end, and to my understanding of why the game is statistically killer-sided in public matchmaking. Since killers can evidently compete even against survivor teams composed of some of the very best, most practiced players in the world that are also using voice communications (and do so in very efficient ways) and have highly coordinated loadouts, strategies and tactics, it is easier to understand why in the public matchmaking environment where only around 5% of the player pool even are 4-player SWF groups (of which even less use voice chat, and of which in turn only a tiny fraction is as skilled as tournament players, let alone as practiced and experienced as a team), killers overperform. I think in a scenario of a killer player facing four random survivor players (no voice communication, no prior coordination of builds, strategies or tactics) each equally as skilled and experienced as the killer player, the game is actually favouring killers. I would expect the average result to fall around 2.5 kills. Of course, different killer characters and maps affect things, but we know from public stats that none of them favour survivors universally (even the statistically weakest killer on the statistically strongest survivor map still averages above 2 kills), and so I would assume that scales into the theoretical realm of 5 completely equally skilled and experienced players facing off similarly to how the killer-leaning universal balance scales into the competitive realm. That is to say, I would expect most killers on most maps to still fall within a range of 2-2.5 kills.

    One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles. I have never taken real issue with that given that the loadouts in these tournament matches are still entirely comparable to those you will see in an average public match (if anything they are much more optimized), and argued that the overwhelming skill, experience, practice and coordination disparity would already more than make up for loadout differences compared to public teams anyway (meaning even with 10 Decisive Strikes the average public group would still not be anywhere near as competitive as these tournament teams are with their 1 Decisive Strike that they are usually allowed to have), but still, those restrictions do make the tournaments somewhat of an artificially balanced realm.

    In the tournament I'm talking about now, all those restrictions were removed. So not only do you have some of the most skilled, experienced, practiced players in the world communicating with voice chat and coordinating their builds and plays, but they also get to use the most busted stuff, such as 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes. This is a level of play and coordination and of sheer stacked loadouts that you will never see in public matchmaking. ...And yet, as the following stats show, the killers were absolutely able to compete.

    https://us.v-cdn.net/6030815/uploads/D3QJSAMEUAP8/wispy-everything-allowed.png

    So, we have an average of 2.16 kills, again as in all other tournaments a slightly killer-leaning result. We can see that 11 of the 30 matches ended in outright killer victories (3k, 4k), 13 in outright survivor victories (0k, 1k), and 6 in ties (2k). If we take into consideration that 3 times players decided to play non-S-tier killers (Pinhead, Huntress, Oni), we can say that outright victories are basically an exact split between both roles; in terms of kills, 40% of the time killers won, 40% survivors did, and 20% of the time they drew. That's a surprising level of balance given the ridiculous loadouts at play. It is also worth pointing out that killers overwhelmingly often lose less decisively than survivors, which is to say when the killer loses they usually at least still kill 1 survivor (of 13 losses, 12 (92%) were 1 kill losses), while survivors most of the time lose with 0 escapes rather than 1 (of 11 losses, only 3 (27%) saw 1 survivor escape).

    Another argument people may have even if they accept the statistical fact that the game is balanced at the top end in terms of kills, is that it is not balanced in terms of hooks. I unfortunately did not count the actual amount of hooks while watching the matches, but I believe that hook stages can still be used to draw reasonable conclusions in that regard. So, if we assume the typical "the killer can just tunnel one survivor to death and then facecamp a second survivor in the endgame to achieve a "balanced" result of 2 kills" scenario that is often brought up to argue that an outcome of 2 kills does not necessarily mean the match was "balanced" in a "healthy" way, we would expect 6 stages to be the dominant result. Looking at the stats, we can see that of 30 matches, only 6 ended in 6 stages, or one fifth/20%. 22 matches ended with at least 7 stages, meaning 73% of matches were killer victories in terms of hook stages, and they were not achieved simply by tunnelling one and camping another survivor. This is also obvious by looking at the fact that none of the 6 2k matches ended in 6 stages, all of them had more. In fact, as you can see further at the bottom of the stat sheet, the perk No Way Out was used in 66% of the matches, and it obviously encourages spreading out your hooks on all survivors. On the flipside, only 2 matches ended with less than 6 stages, a mere ~7%. It is therefore obvious that in terms of hook stages (and in deduction hooks) the game leans even more toward killers.

    Now it of course has to be noted that this goes for Nurse, Blight and Spirit, players didn't usually pick other killers for obvious reasons. Either way, at least those three can provably more than compete with even the absolute best that a survivor side can put up (which is way beyond what any public group ever will). This is something that surprised even myself. I always knew the game was much more balanced than many people make it out to be, and tournament results have always supported that, but I did still believe that given the ability to use the absolutely most stacked loadouts of multiple purple med-kits with Styptics, multiple BNP, 4 DS, etc., average kills would at the very least be slightly below 2 rather than still slightly above. Pretty crazy honestly.

    In other tournaments even various of the other killers average out around 2 kills and 6-8 stages with 4-kill matches absolutely being possible, but tournaments do show that only roughly half of the killers are viable at the highest level, with only Nurse, Blight and Spirit viable enough to consistently be able to 4k, Twins being a close contender. It also has to be noted that the map pool in this tournament was limited, and although it included Wreckers' Yard, Dead Dawg Saloon, Rancid Abattoir and Gas Heaven which with few exceptions represent the state of balance of most maps in this game, I do think there are more survivor-favouring maps than killer-favouring maps overall. A variety of killers deserve buffs, a variety of maps should be further adjusted. But those buffs and adjustments are not strictly necessary from a public matchmaking perspective - not only can killer players simply choose to play S-tier killers every single time if they so desire, but good killer players win the majority of their pub matches even with the lowest-tier killers. Public matchmaking even with MMR is simply not able to provide good killer players with equal opponents sufficiently consistently. But likewise, the weakest killers could all be buffed, the problematic maps all adjusted, without it all too negatively impacting public matchmaking balance either.

    The perks used here tell some clear stories too. There are only 19 different survivor and 15 different killer perks in the total pool. That shows how limited the pool of the strongest perks in this game is - 34 out of a total 185 perks seeing use. Not only that, but if we look at how often the individual perks are being used, it becomes clear that it's really only a handful for either role that dominate: Dead Hard and Decisive Strike alone already make for almost half of all survivor perks used, with Borrowed Time, Unbreakable, Deliverance and Prove Thyself making up another ~40%. So almost 90% of all perks used for survivors consist of only 6 different ones. For killers it's similar, with Corrupt Intervention, Deadlock, No Way Out, Lethal Pursuer, Ruin and NOED being 6 perks combining for 86% of all perks used.

    I do think a ton of perks should be buffed to get them to a level where they are even approachingly able to compete for slots with perks the likes of those mentioned, but I don't think that the limitedness of perk usage at the absolute top level is necessarily all too problematic. In games there always are a fairly limited amount of S-tier characters and items, and it's no different in DbD. Ideally there would be more for a more varied top-level meta, but in public matchmaking you can already get pretty creative with your loadouts without giving up much. However, the perks do tell us a bit about the gameplay and parts of it could be seen as problematic: The prevalence of DS, BT, Unbreakable and Deliverance show that camping, tunnelling and slugging are the most effective killing strategies that survivors have to combat. Maybe the game could be better if it was reworked to concentrate more strictly on getting as many hooks as possible rather than revolve around these strategies at the top end. On the killer side, Corrupt and Pursuer highlight that the early game is crucial for killers, they have to get pressure up as soon as possible. It could help to introduce an "early game collapse" phase after all, such as simply by blocking all generators until the first chase has begun. No Way Out and NOED on the other hand highlight the fact that killers are at a disadvantage in the endgame - healthy survivors hit with a basic attack can regularly make it to a gate even over large distances, and killers regularly cannot defend gates unless they happen to spawn within close proximity of one another. I personally would not be opposed to the idea of having NOED be a basekit mechanic, without the movement speed boost, giving survivors a totem counter at base at the same time. To bring Nurse and Spirit in line with a NOED basekit reality, I think making Lethal Blink hits and Grudge hits not count as basic hits would be a welcome adjustment (it would be even without basekit NOED).

    Some other notes: No Way Out's popularity shows that even the best killer players expect to get into an endgame scenario regularly in even matches. I think there has to be a change in mentality of players to not consider a game lost just because all generators have been completed. Given a desired goal of 2 kills and 2 escapes, a balanced match obviously has to see all generators get finished. Not only that, but since killers can almost always all but guarantee 1 kill in the endgame, a balanced match much of the time is expected to see all generators get finished with at least 3 survivors still alive at that point. Food for thought.

    I was surprised that Circle Of Healing didn't see more play. It goes to show that other perks are more valuable if you just bring a med-kit. The standard build for most teams was: 4 DS, 4 DH, 2 BT, 2 Deliverance, 2 Unbreakable, 2 Prove Thyself, with everything else being "tech" variations, and Circle not even being a popular tech (only brought in for 3 matches of the 30).

    The problematic add-ons are definitely still problematic: Nurse's range add-ons, Spirit's Mother-Daughter Ring, Blight's Alchemist Ring, Brand New Parts, Styptics, Syringes - these are all blatantly overtuned, and particularly the survivors' ability to bring 4 overtuned add-ons is ridiculous. I would even say it's precisely the ability to bring multiple that makes them a problem - if random survivors only bring 1-2 of these (which is already fairly rare), their impact potential is mostly alright. I think SWF groups should have perk and item limitations in place, such that they can only bring any perk or item/add-on at most 1 time. The killer add-ons should simply be rebalanced.

    Moris are still the most balance-relevant offering in the game. Without map offerings, survivors in this tournament usually burned Petrified Oaks, and their impact on the matches was moderate at most. The Ebony Memento Moris that killers usually burned on the other hand consistently made much more of a difference. Bypassing any and all rescue mechanics (DS, bodyblock and sabo plays, pallet and flashlight saves) as well as saving time and holding positions particularly in the endgame turned out to be crucial at various points in these matches. That said, I still think moris are in a fairly good spot now.

    Final note: The finals of the tournament are actually still to be played out. They will happen next weekend, so keep on eye out on the stream I linked.


    About second tournament that it is balanced for weaker killers. It's funny how little you know about it, when you decided to use it as an argument.

    First: they had to play those killers. It's not like they chose them, for each round there were chosen killer and map for both teams.

    Second: if you actually did some research, then you would find out that items and perks were limited hard for survivors.

    For example rules for Ghostface round:

    BANNED PERKS for a killer:

    - Deadlock

    - Forced Penance

    - No Way Out

    - Save the Best for Last


    Some decent, but not that bad... now survivors:

    BANNED PERKS:

    - Alert

    - Botany Knowledge

    - Dark Sense

    - Dead Hard

    - Deja Vu

    - Deliverence

    - Desperate Measures

    - Guardian

    - Inner Healing

    - Kindred

    - Leader

    - Premonition

    - Renewal

    - Self Care

    - Solidarity

    - Spine Chill

    - Visionary


    ALLOWED ITEMS: 1 x Firecracker 1 x Uncommon Flashlight

    0 medkits, 0 toolboxes...

    Those games wasn't balanced normally, they were limited by rules a lot...



    About big data:

    Why is it not valid?

    We can use tournament data, it's just rare to see 0 kills unless killer gave up. You usually get at least 1 kill by camping in end-game. So 50% is not really balanced, because result is not between 0-4, it's between 1-4. That's why that data is kinda boosted.

    We don't know how many games it is (sample size), we don't know MMR (new survivors die more), we don't know hooks (1 kill with 3 hooks is not same as 1 kill with 1 hook).

    You can see biggest flaw with big data in few seconds. Is Nurse worst killer in the game? No, she is best killer. It kinda looks like there is more to it than just big data...

    Big data from each game was always bad, many games failed when tried to balance using it. It's just bad. It doesn't reflect actual balance at all.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708292#Comment_2708292

    So you think 5 or so Cherry-Picked games is more valid than the data from the Developers. I can get 5 Cherry-Picked games and show the EXACT opposite of what you showed. That makes me as right as you are, which is not at all.

    But here, let's ignore the most valid set of data anyone has, which is the data from the developers and use data from a more recent tournament, that Scott Jund has actually done for you on a youtube video. The tournament was entirely unrestricted, it was recent, and it very closely followed the stats shown by the Developers.

    Tournament Indicates DBD is Actually Decently Balanced at Highest Level - Dead by Daylight - YouTube

    Now you may said it only is valid for certain Killers, except if you look right below that video, then you will see another tournament that Scott Jund did a spreadsheet on and it too was very close to what the Developers are showing, data-wise, also. Except it didn't have the 3 killers you are talking about in it. It had Pyramid Head, Freddy, Michael Myers, Nemesis, Demogorgon all Killers that aren't considered that good. Except they were getting around a 2.3 kill rate in those tournament.s

    all hallows eve data - Google Sheets

    So I looked even more to your tournament that "proved" other killers are valid, their rules are actually interesting.

    Only killers that allowed any perk are Blight, Nurse. Survivors got banned perks against Spirit.

    But even against those killers, survivors were limited hard on items. Usually 1 for each and only common with common addons.


    Against any other killer, survivor had many perks banned and items were limited super hard.

    It's actually interesting going through it and watching what perks are considered as counters to those killers.

    For example Leader was banned against Plague...

    Overall, Dead Hard and healing perks were banned a lot.


    So yeah, I think I can safely say that this game is balanced only for 3 killers. Well, 2 now, Spirit will get destroyed with Iron Wills allowed...


    Lol, you also have permanently banned perks for each game.

    KILLER - BANNED PERKS:

    Individual:
    - Coup de Grâce
    - Grim Embrace
    - Hex: Blood Favor
    - Hex: Haunted Ground
    - Hex: Pentimento
    - Hex: Plaything
    - Lethal Pursuer
    - Play With Your Food
    - Scourge Hook: Pain Resonance
    - Spirit Fury
    - Starstruck
    
    Combined:
    - Bitter Murmur + Rancor
    - Nemesis + Rancor
    

    SURVIVOR - BANNED PERKS:

    Individual:
    - Autodidact
    - Boon: Circle or Healing
    - Boon: Exponential
    - Boon: Shadow Step
    - Blast Mine
    - Breakdown
    - Built To Last
    - Clairvoyance
    - Counterforce
    - Corrective Action
    - Detective's Hunch
    - Fast Track
    - Flashbang
    - Kinship
    - Mettle of Man
    - Object of Obsession
    - Overcome
    - Power Struggle
    - Prove Thyself
    - Resurgence
    - Small Game
    - Soul Guard
    - Vigil
    
    Combined:
    - Iron Will + Lucky Break
    - Lucky Break + Off The Record
    


    Does this look like balanced game ban list?

  • @Dino7281 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708604#Comment_2708604

    Yes, that is tournament I was talking about with no limits:

    but tournament from that google and Scott's video are not same...

    Tournament from that video is hosted by wwispy1 and data from it are here:

    https://forum.deadbydaylight.com/en/discussion/297338/statistical-evaluation-of-an-interesting-tournament

    About second tournament that it is balanced for weaker killers. It's funny how little you know about it, when you decided to use it as an argument.

    First: they had to play those killers. It's not like they chose them, for each round there were chosen killer and map for both teams.

    Second: if you actually did some research, then you would find out that items and perks were limited hard for survivors.

    For example rules for Ghostface round:

    BANNED PERKS for a killer:

    - Deadlock

    - Forced Penance

    - No Way Out

    - Save the Best for Last

    Some decent, but not that bad... now survivors:

    BANNED PERKS:

    - Alert

    - Botany Knowledge

    - Dark Sense

    - Dead Hard

    - Deja Vu

    - Deliverence

    - Desperate Measures

    - Guardian

    - Inner Healing

    - Kindred

    - Leader

    - Premonition

    - Renewal

    - Self Care

    - Solidarity

    - Spine Chill

    - Visionary

    ALLOWED ITEMS: 1 x Firecracker 1 x Uncommon Flashlight

    0 medkits, 0 toolboxes...

    Those games wasn't balanced normally, they were limited by rules a lot...

    About big data:

    Why is it not valid?

    We can use tournament data, it's just rare to see 0 kills unless killer gave up. You usually get at least 1 kill by camping in end-game. So 50% is not really balanced, because result is not between 0-4, it's between 1-4. That's why that data is kinda boosted.

    We don't know how many games it is (sample size), we don't know MMR (new survivors die more), we don't know hooks (1 kill with 3 hooks is not same as 1 kill with 1 hook).

    You can see biggest flaw with big data in few seconds. Is Nurse worst killer in the game? No, she is best killer. It kinda looks like there is more to it than just big data...

    Big data from each game was always bad, many games failed when tried to balance using it. It's just bad. It doesn't reflect actual balance at all.

    And it's still better data than anything you have provided or anyone else has on this 7 page long one-side vs the other-side rant.

    The difference between you and I is I'll admit the developers data isn't very good and you really can't base much on this data. Your problem is your data is much-much worse than the statistics the developers gave us, yet you want to draw conclusions from your highly-biased bottom-of-the-trashcan cherry-picking and hear-say.

    If you want to draw conclusions from something, then the best thing you have is the developers data, which is mostly meaningless. But at least base your opinion on something that kind-of holds some water.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708640#Comment_2708640

    And it's still better data than anything you have provided or anyone else has on this 7 page long one-side vs the other-side rant.

    The difference between you and I is I'll admit the developers data isn't very good and you really can't base much on this data. Your problem is your data is much-much worse than the statistics the developers gave us, yet you want to draw conclusions from your highly-biased bottom-of-the-trashcan cherry-picking and hear-say.

    If you want to draw conclusions from something, then the best thing you have is the developers data, which is mostly meaningless. But at least base your opinion on something that kind-of holds some water.

    I don't think anything should be based on this and I have never said it.

    I just wanted to call you out on using Big data as an "evidence", because it's stupid.

    And using that DBDLeague tournament to "prove" there are other viable killers was even more stupid. You clearly had no idea about tournament rules.


    If I want to draw conclusions from something, it's gonna be based on opinions of actually good players and data analysts. That's how IceFrog is balancing + tournament data and Dota is probably game with best balance... So yeah, I will stick with that.


    What conclusions did I make?

    There is only few viable killers? Nothing new. I am pretty confident about that and you can easily prove that with tournament data. Those killers might be viable against average players and you can get some wins with them, but they are just not viable for tournament level.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708640#Comment_2708640

    And it's still better data than anything you have provided or anyone else has on this 7 page long one-side vs the other-side rant.

    The difference between you and I is I'll admit the developers data isn't very good and you really can't base much on this data. Your problem is your data is much-much worse than the statistics the developers gave us, yet you want to draw conclusions from your highly-biased bottom-of-the-trashcan cherry-picking and hear-say.

    If you want to draw conclusions from something, then the best thing you have is the developers data, which is mostly meaningless. But at least base your opinion on something that kind-of holds some water.

    Bad data can be worse than no data. And quantitative data which is only provided in summarised form, with no statistical analysis, is very bad to try and use--it's already been selected out of the raw information to try and demonstrate a point

    Qualitative data, in the form of detailed verbal accounts from a small number of sources, can actually be more useful if those sources are a representative sample of a population. The general question is, though, are they; and what population? The entire DBD community? High MMR? Hard to say.

    Anyhow, "I have numerical data" doesn't add any validity unless the data itself is good.

  • They should rename the video to “How to not play killer”

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708373#Comment_2708373

    I mean if I also only want to play with no mither in solo q, should I be upset and say "killers op" if I lose? No.

    Right now those are 2 viable killers against coordinated swf. Nobody is forcing anyone to play them, but if you play a weak killer and lose against a good swf, you shouldnt be surprised.

    You have to take into consideration that a lot of players play on console and are unable to play killers such as Blight or Nurse very effectively simply because these killers require optimal speed and precision which is near impossible for most controller players to achieve in this game.

    I have never been scared of a console Nurse or Blight, they usually put in good effort but you can clearly see they are limited in their plays.

    I believe the console population of this game is the larger counterpart to PC or at least it would make sense that it is. It saddens me that a lot of people forget about console killer players entirely.

    So really I think it's just ignorant of you to say "just play a stronger killer". This is neither going to contribute to the game's health or advice that most DBD players can use.

  • @drakonukaris said:

    https://forum.deadbydaylight.com/en/discussion/comment/2708377#Comment_2708377

    You have to take into consideration that a lot of players play on console and are unable to play killers such as Blight or Nurse very effectively simply because these killers require optimal speed and precision which is near impossible for most controller players to achieve in this game.

    I have never been scared of a console Nurse or Blight, they usually put in good effort but you can clearly see they are limited in their plays.

    I believe the console population of this game is the larger counterpart to PC or at least it would make sense that it is. It saddens me that a lot of people forget about console killer players entirely.

    So really I think it's just ignorant of you to say "just play a stronger killer". This is neither going to contribute to the game's health or advice that most DBD players can use.

    You being limited on your killers because you choose to get the game on console is not really anyone else's problem.

    That's like saying Dead Hard is bad on console so it should be buffed.

  • ? you can very well keep track of totems yourself.

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2710033#Comment_2710033

    You being limited on your killers because you choose to get the game on console is not really anyone else's problem.

    That's like saying Dead Hard is bad on console so it should be buffed.

    Your response doesn't make any sense, dead hard is the same as PC on console and I'm assuming you are thinking I'm asking for a buff to the already strong killers?. I'm not asking for any buffs or anything and I never said that me buying this game on console is your or anyone else's problem, I'm just saying you're ignorant and your advice is useless so keep it to yourself next time.

    There is one simple fix to the issue regarding the potential of some of the killers on console. M&K support could be added, not instantly of course but if they so chose they could do it and there you go new gen consoles are now almost identical to the PC version minus all the cheating.

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