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MaldingInSoCal

MaldingInSoCal

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MaldingInSoCal
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  • I completely agree with you @glitchboi. In watching the rest of the stream, the killer's steam profile has a long list of comments showing a history of purposeful malice toward survivors.

    The real question is, what good is a report option when it falls on deaf ears? As a killer main myself, it takes a lot for me to say anyone deserves a permaban. I won't even say it here. I WILL say that someone important needs to take a real look at that killer and see if they are good for the game. @DeadByBHVR @DeadByCommunity

  • Devs. Please make decisions based on the majority of player experience.

    There has been mention and reference to of a recent event that somehow proved that killers needed a buff. Though the event made it seem like the killer was at a major disadvantage, that event was not an example of "typical" player life for a solo queu'er or a duo team.

    The truth is that a group of 4 players together is rare compared to other combinations. Televising worst case scenario for a killer of 4 experienced survivors playing together in coms gives us killer mains ammunition for our arguments about how survivors are too good. However, it is using an outlier to make a decision.

    Even a team of experienced players who know each other but are not in live voice communication would struggle against an mediocre killer. Case in point.

    As a killer main of over 300 hours, I can be asleep at the wheel and:

    -be able to 3k

    -get 20k+ blood points

    and/or

    -+1 pip.

    Survivors do NOT get the benefit of paying half attention. (Side note: My killer items (scratched mirror, caffeine pills, so forth) are permanent. ALL survivor items have charges.)

    On occasion, I will run into that one unicorn squad that gives me a rough game. The unicorn squad is DEFINITELY the exception rather then the rule.

    In adding to the said televised travesty of an example of a dbd game.

    There are so many people who say, "Killers are okay because survivors have so and so oddball perk" and then they name some sort of non-meta build that isn't used enough to matter.

    Yes. I used the term "meta." Those players all ran at least 2 of the 4 meta perks. Why? Because the vast majority of the players I have run across with over 400 hours tend to run at least one of these:

    -Borrowed time. Because enough killers camp. Not a lot of argument here, the next patch is basekitting borrowed time for a reason.

    -Some exhaustion perk. Usually dead hard. Again, not a lot of argument here, it's being run so much that the devs have decided to nerf it.

    With those two perk slots already being taken up, the combination of perks that can be used to counter a play style is reduced by a drastic factor.

    The exact math is wrong however it is the concept that is important. The math combination of 2 variables versus 4 variables. If there are 100 perk and survivors can only use 2 perks, the combination is 100 x 100 = 10,000. That SEVERLY limits the possibilities of perk combinations. This is because at 3 perks, the number of combinations is 100 x 100 x 100 = 1,000,000. There difference between 10k vs 1mIt only gets crazier with four perks.

    Thoughts.

    -a good number of the perks, 50% on the low end, 90% on the high end never see the light of day.

    -there are perks that a team would want to have, but not on every single survivor.

    Examples:

    Kindred. Before the patch when players on hook could not see where the location of other survivors. Post patch, survivors on coms can quickly communicate if someone is headed their way for the unhook without kindred.

    Boons. Even post nerf, healing boon is a game changing perk. A survivor team would want a boon blesser. However, boon perks lose value quickly if all 4 survivors are running a boon perk.

    -Because you can't double up on perks, the calculation would be something like 100 x 99 x 98. However, the concept is more important then the math equation. The concept being that survivors on paper have many over one million combinations. Survivors in actual play do not have nearly as many options.

    -To be fair, killers face the same situation where we are forced to run certain meta perks as well!

  • Just finished playing about 11 games of survivor. The tunneling and camping is absolutely rampant. There was even a killer that came into the stream and said "sorry for camping, but..."

    When survivors have to DEPEND on the killer "playing fair," when people have to relay on someone on the internet to play "a certain way" something is wrong. Now, it's true that some killers don't know what the accepted way to play is. There are some killers that simply don't care about "community accepted" styles of play.

    Just yesterday. I was watching a stream, turtle something. The streamer was queu'ing as survivor with a killer main. I forget his name, but he was bragging about how easy killer is. He also listed all the things he would to punish survivors of the NEXT if his PREVIOUS game was a lost.

    Please take in that last statement and let it settle in. This is the type of behavior that DBD has created, fostered, and currently supports.

  • A most appreciated, and well thought out response, Mosic. In pondering your last paragraph, with oddball cases, and groups of survivors that can use tools to leverage escapes:

    How often would you believe these events happen?

    -4 squad casual swf that play together

    -2 squad swf with 2 randoms players

    -solo queu.

    -4 squad pro swf that is the end to killer sanity and with 4 escapes 80% of the time?

    It just seems like the pro squad is a myth like the unicorn or loch ness monster. Used in math calculations, and forums discussions, but doesn't actually exist.

    We must also consider that if match making was a thing, most normal killers would not run into such teams. In statistics. You chop out the outliers and deal with the "regular" people. For the common player doesn't care about what happens to the pros. Common survivors just want to queu up with a friend or two, and have some fun. Common killers just don't run into super teams enough to matter.

    Towards the dev team, "in house testing, player feedback, and computer data" needs to be combined with actual human observation. In playing a recent killer play session, as Legion, there were personal player made choices that affected the match outcome. Please note that this Killer philosophy is unusual but far from rare.

    -Game 1. DC'ed player made for a bad match and thus allowed the other 3 to escape.

    -Statement. Survivors were damaged, chased, and did not realize mercy was being given until late game. Unlikely a metric computer can detect that.

    -Game 2. Pre nerf corrupt intervention allowed for 1 kill and all 3 to be hooked at least once. Could have easily been a 4 kill game but the survivors knelt and presented offerings of med kits and toolboxes. Offers of surrender, worship, or tribute shall be rewarded with mercy.

    -Statement. Metric would show 1 kill, 3 escapes.

    -Game 3. 3 kill game, 4th in carry. Survivor stops wiggling. They have conceded. Their spirit is broken. That is the greatest win. Mercy shall be they reward. With survivor still in carry, found and gave hatch.

    -Statement. 3 kills and a draw would still not be 3 kills from a math perspective. Unlikely a metric computer can detect that.

    -Game 4. With the way Legion is built now, tunneling is cake walk with feral frenzy swing on found/known survivor => feral frenzy on tunnel target => cancel and walk forward at the same time => chase and melee down said same survivor. In this case, as conscious choice was made to not do that. 0 kill game. Credit given to the survivors. They were better.

    -Statement. Computer would log that is a killer total loss. The match difference between 0 kills and 1 kill is infinity. The game result was because of a subtle choice of playing "nice" and that choice snowballing into a loss against skilled players.

    Devs. These games can be verified through your servers of 7/1/2022 from 11-12:30pm pst.

    There are killers who choose to camp, tunnel, and play with a toxicity that is bad for the game. Even if 3 players get out, the 1 player who had been focused knows that there was absolutely no counter play they or anyone else could have done.

    Whether you know it or not. There is a HIGH percentage of your killer main players that have modified playstyles because it is considered toxic or bm.

    -Why is noed not being run as much? Because it's too damn good, and the stigma the surrounds it makes it so streamers will look to avoid it.

    -Why are killers getting fewer and fewer kills in these modern times? Because we are LETTING PEOPLE GO!

    -Why are 3 people escaping more often now? Because 1 player is being face camped! (There is a reason why the Dead by Daylight Tutorial Killer AI itself is ACTUALLY programmed to walk way after hooking a survivor.)

    Please know. There is a lesser percentage of killer mains who have taken it upon themselves to help grow the game by allowing escapes BECAUSE the game is so killer sided. Don't make it easier for THOSE OTHER KILLERS to ruin the game's growth and longevity.