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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953401#Comment_3953401
They don’t exclude matches with abandons (what you refer to as “DC without penalty”). Please stop spreading lies. Go ahead and ask a dev, or anyone else on this forum who actually knows what they are taking about.
The stats do exclude real DCs, which are not common, especially now with harsher DC penalties. You can go ahead and keep trying to convince yourself that the stats are somehow grossly skewed because that’s the only narrative that’s acceptable to you, even if all the facts prove you wrong. If that’s the case, then there’s no point in arguing with you further.
Why would I waste time on things that are well known. If you have source that can show your claims to be valid, please educate me and others. I will change my position if so.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953047#Comment_3953047
https://us.v-cdn.net/6030815/uploads/J9EMMTO9MK2E/image.png
I think it’s funny that people pretend like solo queue is impossible instead of putting in a little bit of effort to get better. As you can see, my total play time is pretty low, indicating that I am a very casual player. Seriously, I’m not that good. Yet somehow I manage to escape over 40% of the time. It’s not that hard if you put in a little bit of effort to improve instead of constantly complaining about how “impossible” it is.
Why don’t you show us your stats so we can see whether you really are never escaping or if you just have unrealistic expectations for the game? You’re not supposed to be escaping a majority of your matches.
Fully expecting a lot of downvotes from the usual suspects who aren’t happy unless they escape 95% of the time.Did you even read about the issue in question?! The whole point is that these stats are misleading because they ignore any DC matches even if it happened without penalty
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953316#Comment_3953316
Arguing about gaslighting is irrelevant to the point I made.
Then you shouldn't have put the word "gaslight" in the title, nor ended your post with "Gaslighting feels so demeaning". Simple as that. If you imply the devs are "gaslighting" you and calls attention to it in the title, then expect replies about this subject.
However, if we you wish to scrutinize my terminology, my POV is that devs create stats and use it as a guidance for "balance", i.e., 60/40. But they are aware that huge chunk of DC matches would anyway end up in 3k or 4k, i.e., snowballing Nurse, Oni , Blight and many other situations
without disclosing it, makes SoloQ survivors question their sanity when their stat sheet shows over 40% escape rate, when actually I would barely escape once every 6-7 matches. That is gaslighting.You just described an entire situation that has nothing to do with gaslighting but inserted the word "sanity" in the middle of it just to make it seem it had something to do with it at all. You are simply talking about people seeing displayed data that doesn't correspond to how they think things are based solely on your personal experience, that's it, not even close to the definiton of gaslighting. Do you think any local research institute is "gaslighting" you everytime you see data about your country that is different from what you expect? Even if there's a flaw on the method used to gather data, that is not "gaslighting" in any shape or form.
And the mere fact that you can come up with the interpretation you are making about the stats shows there IS transparency. They made clear what were the stats and what matches were counted on it, than you made an assumption about how to interpret the stats and what is not really shown with the method chosen. ACTUAL lack of transparency would be not even letting the players know the time data was collected and that some matches didn't count, and even that would not be "gaslighting", by definiton.
Why wouldn't I put it in the headline if I see it as suiting?! Just because you chose to misdirect the point of this thread with semantics and I pointed it out?! Makes no sense and try better.
The second part of your argument just doesn't address nor my response, nor the core subject of this thread and is just "putting words in my mouth" by twisting my arguments to absurd.
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@Marc_go_solo said:
It would be nice to see 2 separate stats: 1 without disconnections and 1 including the disconnections to see how great a difference disconnecting does make to the game. Without that we can only make assumptions, since people's perspectives vary wildly from barely seeing any to seeing a disconnect every other match. I do agree with OP that it would be useful to have an idea of how much of a percentage of trials are affected by players leaving, because then we can have an actual figure to base things on.
However, I don't agree with OP's use of the word "gaslight". Whilst it is true the results don't include these, the very fact BHVR have made it evidently clear that this is a total minus the disconnects shows they are transparent in what the figures are in relation to and therefore no gaslighting is happening in this respect. Gaslighting would be if they refused to say whether disconnects counted or not, or even lied and said the total includes disconnects.
Maybe it is better reword this as why BHVR refuse to show - or at least offer a separate set of results - disconnects to be seen by all. It would be nice to give this info.
Arguing about gaslighting is irrelevant to the point I made. Also, I explained my reasoning, so everyone can post their POV about reliability of stats.
However, if we you wish to scrutinize my terminology, my POV is that devs create stats and use it as a guidance for "balance", i.e., 60/40. But they are aware that huge chunk of DC matches would anyway end up in 3k or 4k, i.e., snowballing Nurse, Oni , Blight and many other situations
without disclosing it, makes SoloQ survivors question their sanity when their stat sheet shows over 40% escape rate, when actually I would barely escape once every 6-7 matches. That is gaslighting. -
@CLHL said:
So you can cheat the system and propagate your agenda? Now that we have the go-next prevention system the killrate has dropped, which is already a sign that the "problem" was just a tantrum.
The new anti "go-next" mechanic is too new to draw any assumptions. If by "agenda" you mean transparency - yes.
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@ShanoaLegendaryPlz said:
Might be something to do with if the killer dc's the whole round gets prettymuch shut down, and if they started counting those for escape rates itd probly get more inflated. So they don't count it if anyone dc's
But they should take killer's DC as 0K as mostly it is done from killer's POV for the very same reason- when they think that match is beyond saving and just give up early.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3953016#Comment_3953016
Those matches count for the kill/escape rate stats. Abandon does not equal DC. We’re talking about what percentage of matches have DCs and thus don’t count in the kill/escape rate stats.
I would like to see a reference for this claim. It is a DC but without penalty.
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It would give transparancy, what is my main point. Also Bots are not that bad of a loopers. Including these matches in stats would show, if the game was winnable or not.
At first, they may shock community that escape rate is around 15-30%, but it would curb endless killer buffs
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952800#Comment_3952800
Please tell me in what situations DCs are not punished
if everyone is slugged or hooked- free Dc
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@Rulebreaker said:
We got a question: Why should devs count DC matches?
Since a DC happened, it doesn't have the intended set up of 4 players trying to get out alive till the bitter end. So why does that need to count?
It still has 4 players, DC surv is replaced by bot. It would show actual survivor experience becuase often DC is just giving up in a match already lost - 1 tunneled out 3 gens left etc.
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@I_Cant_Loop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952777#Comment_3952777
That’s not statistically possible. That would mean on average any given player DC’s once every 0.8 x 1/4 or in 20% of matches, even higher if more than one person is dc-ing in these matches. How many survivors would there be remaining in the queues if the average survivor DCs once every 5 matches? Hint : very few
there are on average 30k players online, first few dc are not punished harshly, also there are situations where dc isn't punished. So your "math" is misplaced
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@I_Cant_Loop said:
How often are you seeing DC’s in your matches? Your have a valid point if DC’s occur in like 50% of matches, but in my experience it’s not even close to that. Especially now with the harsher DC penalties.
I’m a very mediocre solo queue survivor player and I manage to escape around 40% of the time according to my stats. I don’t believe the escape rate stats are wildly inflated.
Now when all slug/hooked can DC for free it is a big issue and very common. Even before that every 4-5 match someone DC on soloQ, typically before last hook when tunneled out. Imho this is the very reason why swf stats are so close to soloQ stats. From expereince, we all know how tough are soloQ and escaping is a miracle but somehow still oficially around 40% escapes rate.
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@Defnotmeghead said:
No abandon button, no way to suicide on hook, and you have to finish totems or chests or otherwise you get crows.
Its effectively a free 2k unless you manage to sneakily do a totem or a chest.
I really hope this means slugging will effectively become non-viable soon through means of basekit self-pickups(there are balanced ways to implement that), or the AFK system needs to be effectively disabled once someone is slugged.and killers still can proxy camp, not engage in chase, not kick gens. Just walk around for 60-70 seconds and have zero penalty, because corrupt, dead lock, dms and pain res has done their job for them. The path devs are bringing dbd is just 2019 in reverse.
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@Mooks said:
yeah. Same here. More survs doing it in my already lesser played killer matches but also some obvious (and dumb) Killer ones..
Though I only noticed that for the past few weeks
i think something is down with reporting system. Reported 2 obvious hackers through ps5, no response within a week. But yeah- subtle speed hacks, wallhacks are every 3-4 game. Also, I live close to Russia, so it’s consequential.
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@I_CAME said:
My escape rate is quite a bit above the average but I do not believe it's actually that high since it contradicts the stats I track for myself. I assume they just aren't counting any games where someone disconnects? Similar to when they release kill rates I guess.
i also suspect that. Do they at least count in matches where DC wasn’t penalized?? Having a 7 match loose streak is a norm in soloQ, my over 40% escape rate is sone cherry picked BS
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@Coffeecrashing said:
Is anyone surprised by their official stats?
https://stats.deadbydaylight.com/
Maybe your escape rate is more or less than you expected? Maybe your kill rate is higher or lower than you expected?
honestly, I hope they give some clarification on those. Me escaping 44% - only in my dreams
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@I_CAME said:
They're never going to share this data. People would rightfully point out how one sided the average match is and they don't want to deal with it.
I hope they do. Because current soloQ and SWF match outcomes have “officially” little statistical difference. But from UX POV they are lightyears appart.
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@NarkoTri1er said:
no because they even shared they couldn't punish players for "griefing" because they don't technically know if they tried kobeing to unhook themselves or to just go next, directly implying that those matches are included in stats.
Not sure if this ir somehow related to my suggestion. My point was that stats should cover every match, so no need to identify griefing, BM etc
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933336#Comment_3933336
Because what indicates if something is right or wrong is the number of people disagreeing with it, specially if it's 4 people on a thread where some are coming out as ragequitters who are angry because it won't be so easy to grief other survivors anymore.
IIf you're going to bring up a fallacy, at least try a more convincing one.
At least you didn’t try to defend that nonsense and went for the Strawman. There is a hope for everyone.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3933249#Comment_3933249
Having a choice between stabbing yourself or waiting is not agency, so no significant "agency" is being lost with this update. If self-hunhook atempts counted that much as agency, people wouldn't complain about camping removing player agency.
I’m affraid I can’t follow your logic. And the downvotes could indicate there isn’t any.
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@Malkhrim said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3932649#Comment_3932649
- I find it funny how people love to bring up camping as an excuse even when SURVIVORS are the ones being buffed. No, this change doesn't "slightly buffs proxy-camping", it NERFS proxy-camping by making sure the survivor on hook won't speed up their on death by atempting an escape that has a 96% chance of penalizing them. Almost every time a survivor was about to go second stage, they would try to 4%, fail and take a massive penalty on the second one, so the others would have less time for a rescue and the killer would need to waste way less time near the hook to get the person killed. Now, it will be gone and survivors will get the full extent of each hook stages to get a rescue. Camping will take longer and become riskier. This is good.
- This is situational as it also requires the hooked survivor to be on first hook still, and most of the time, 4% would do nothing in this situation anyway. It is EXTREMELY rare for the 4% mechanic to actually change the outcome of a match, because even the situations when a survivor may want to use it without trying to go next are rare, and even when they happen, it only penalizes them further most of the time.
- If the killer didn't mori, they would just pick the survivor up. The mori here does nothing in most situations. Also, come on, the mori will only do something when the survivor is on SECOND hook.
Gamble even small chance and turning the tide is the most fun part of this game. Taking away agency from survivor role is just not worth the trade for avoiding “go next”.
There are numerous other examples such as EGC, where Kobe is valid.
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Going next is annoying but the "remedy" brings many side-effects that are worse than the problem itself.
- It slightly buffs proxy-camping - not even 4% shortly before second phase
- It completely obliterates any chance in 3v1 where one is on hook, second is slugged, but third is in chase
- Allowing mori in 2v1, where one is hooked completely disables sneaky Unbreakable plays and the survivor can't unhook himself if on first hook.
There might be more situations, where it is completely valid to "Kobe". I really hope BHVR take a BIG second look at these changes.
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Like tunnel? There are 39 killers to choose from if you find m1 killers too hard to play. But survivors need to be able to go against all of them
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new survivor perks are just bad. In no way getting exhaustion and revealing your location due to fast exit from locker is worth 2 sec of killer aura.
haste effect for other teammates could have some niche value, but restriction to being healthy is too much, could be some cooldown. And that healing boost is easly just worse than bottany or we’ll make it. -
P.s. I am playing on PS5
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He needs some cooldown after his dashes. This is overbuffed Billy 2.0 and coldown might be only solution. I would agree that his hits over pallets and around solid obstacles are problematic, but those could be workable in theory. BHVR urgently needs to think about new business model for this game, currently their strategy mostly relies on overbuffed killer sales that defy almost any mechanic
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@ChainsLogic said:
I have to say that your way to make the playerbase grow is so weirdly backwards. Making people unable to play a killer they like is only going to bring negative attention to bhvr, possibly lawsuits for not allowing you to use content you bought. The fact that you thought about this, typed it out, and thought it was even close to a reasonable train of thought is very worrying.
Maybe reading the post a couple more times might help to get a grasp of it. About lawsuits- people rarely realize that they don't own digital content.
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@Halloulle said:
There's a limit to how much a playerbase can grow. And I think dbd has the max playerbase it can have atm. - At this point it is about getting the most out of people showing a (short lived) interest in a game. Long time players bring in relatively little money, at least when it's OG stuff; everyone has more than enough shards to buy a new surv or cosmetic, the seasonal cosmetics will be there the next year and if you're a veteran you'll probably be around then as well and can just wait (or spend the occasional ten bucks if there's something you really like). It's the new players that buy a lot of DLCs and and stuff simply to be able to fully play the game. I bet the most DLCs are bought by players that have between 50 and 500 hours in the game.
If that's a good thing, I don't know. It's a business model - and since dbd is carrying Bhvr to the point where they can experiment with a number of games that by the looks of it absolutely tank, it seems to be a quite successful business model. ¯\_(ツ)_/¯
2-3 years back daily average players on Steam were around 60k, now it is half of that. So an arbitrary max hasn't been reached.
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@CursedPerson said:
I think the game could benefit from a mode that doesn't have add-ons/items so players don't have to worry about what the 800 add-ons do.
It don’t think it would have enough impact on attracting nee players. Choice and variety are, in my opinion, what makes this game unique, but has become also a major threshold for new players. 1k hours is the bare minimum to understand dbd mechanics.
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@GonnaBlameTheMovies said:
It's pretty well known that number of active players at any one time tends to fluctuate. I wouldn't worry about this too much friend, it's normal for some ups and downs or even periods of no playerbase growth.
so i will clarify, it hasn’t grown for years
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@Ebonbane2000 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3718113#Comment_3718113
I agree. In the first video, there was about twenty seconds wasted by Feng and Meg after the heal (which I assume was them looking for a gen) and the Yui wasted 23 seconds (probably being overly cautious due to TR). So there was indeed time wasted but nothing too egregious.
The second video the Meg wasted about 20 seconds healing the Yui and then tried to remove her RBT, but then got on the gen. Again not optimal, but also not egregious.
The steps they took made them ready to come unhook you; be able to take chase; and not give an easier down to the killer. It wasn't optimal, but I probably wouldn't be upset with their performance. Nice runs btw.
Do you think they loaded into the game only when I started my first chase? They had plenty time to see their surrounding gens. Defending this just means you could be part of the problem.
I only hope this serves you as a reminder that there is a room for improvement.
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@Slackrimosa said:
In the first clip Meg is healing Min and Yui is on a gen; once the healing is done they go to a gen and start working on it.
In the second clip Min is dead (and you only have 1 hook, I guess it wasn't optimal to take a down for a teammate) and Meg is healing Yui. After the heal Meg starts a hat box and Yui gets on a gen. Meg's hat isn't active so instead of doing more boxes she gets on the gen with Yui.
Healing against a stealth killer isn't a bad idea, why are you mad?
#1 clip- look how much time they wasted by doing nothing. It is just not smart decision. One can play like that but it gets teams killed.
#2clip- is typical beginners mistake. Injured surv hadnt been even hooked and was safe (because I was in chase) but chose to stop repair for heals and prevented trapped surv to get off the reverse bear trap and not finishing gen- lose -lose.
FYI- I am not mad. This purely educational.
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@vBlossom_ said:
It would be nice idea to have perk that gives some kind of a map (highlight gens) to other teammates while being chased with some additional effect.
perk Deja Vu is not doing exactly that but it helps locating gens.
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@Azulra said:
"Deadlock is quite effective while being rather easy to activate. We have slightly reduced the duration of the generator blocker to bring it in line with other options."
This is completely false because the average duration time that generator block perks are 30-40 seconds and they're making Deadlock 25 seconds when you have DMS with up to 30 seconds, Undone with up to like 30 seconds, Grim Embrace up to 40 seconds, Corrupt Intervention up to 90 seconds, etc. This means that 25 seconds is NOT "in line with other options" by getting nerfed.
While, yes, it is easy to activate then you have to try explaining that with all of the other options with the fact that they're all EQUALLY as easy to activate with DMS requiring you to just simply hook a survivor on any hook to activate, Undone requiring you to just simply kick a gen(very hard to activate BHVR, very hard), Grim Embrace just simply requiring the SAME THING as DMS just with the extra step of leaving the hook to activate fully, and Corrupt Intervention just requiring the killer to spawn in(again, VERY hard to do BHVR).
Just undo this nerf because your reasoning is COMPLETELY false for justifying this nerf and hardly anyone complains about Deadlock meaning that you essentially nerfed it just because you felt like it.
Deadlock is a typical campers/tunneler's perk and rewards dirty playstyles. It should have been reworked completely to block a RANDOM gen with progress.
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Her invocation perk is like No Mither with a twist - extra, extra damaging to the team. It takes too much time and risk for a miniscule benefit.
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Can’t agree with players that his power is dodgable and thus- weak. It doesn’t matter if you dodge it because using it strategically pushes player to unsafe place - easy m1.
I find problematic his proxycamping/back to hook/tunneling potential which by not much surprise manifests vehemently during matches. His hallucinations can spawn too close to the hook however taking them out before unhooking in case of proxy camp can cost survivor dearly- killer teleports to it- weakened+m1 is a guarantee. But if not removed…well, we know how that goes.
His blast going through walls and ceilings is just too much.
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@Adrien said:
Great buff, very refreshing and I'm a survivor main that never plays Billy !
One thing to nerf MODERATELY : the cooldown of a "miss" chainsaw sprint, or the movement speed (2.38 m/s might be a bit too high).
My suggestions, you could go for basekit nerf :
- From 2.7 to 2.85 secs.
- From 2.38 m/s to 2m/s.
Survivor main with Plague in profile. Sure.
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It is just the worst possible experience possible. Played 3 matches as survivor soloQ and…khem…let those challenges rest.
on Reddit killers said it was easy, maybe will give it a go when in the mood.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642951#Comment_3642951
Where did you get 2 minutes? I have never said it should be fully basekit.
Just saying 15 seconds is useless. Most of the times you don't start next to the gen as survivor, so often you would get to gen like 5 seconds left on corrupt? Or whole group can just go hide even if it was a minute.
Corrupt basekit is not really going to work, if you play against it every time. It's not really hard to counter, at least for SWF. So what is point of change that will be either useless, or issue only for soloQ?
aura/scream perks to reveal unsuspecting victims
How exactly that changes anything? Before I even get to chase corrupt is done and what perks?
Ultimate weapon, which is getting nerf this year?
Lethal Pursuer, which is weaker Corrupt for most killers?
Whispers, which is kinda weak on most killers?
Without corrupt change it is just a bad form to blame survivors for 3 gen especially in soloq
You know where those blocked gens are, corrupt ends in two minutes or first down. It's not really difficult to think about finishing gen there next... I just see excuses. Everyone knows gens there are not finished and they are close to eachother. So just do it as soon corrupt ends.
3-gen is mostly gone anyway, because of current patch.
I am not sure if you understood the gist of my comment. It was about tackling 3 gen at its most common source. Yes, it will force killers to adapt, but current perks offer variety of strong options.
Ultimate weapon nerf is a speculation. Lethal is a great perk if paired with any other aura reading.
Corrupt cant be countered by SWF, blocked gen is a blocked gen, and 4 other gens nearby is what you must work with. In a typical scenario 2-3 nearby gens will be worked on. And no they cant wait it out, because at current pace of the game against A and S tier killers it is not an option.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642056#Comment_3642056
Solution 1- make corrupt intervention block random gens.
Then the perk is useless. The purpose of this perk is to get survivors to you and make it harder to spread on gens. Random generators blocked is beyond useless.
solution 2- kill this perk and give corrupt 15 sec basekit, so killers have some time to get a grasp of the map but not too much to force SoloQ to repair gens ina cluster.
15 seconds is irelavant as basekit. Why not just wait it out every game?
Wait out what? 2 minutes? You must be trolling
15 sec is enough for numerous aura/scream perks to reveal unsuspecting victims. Without corrupt change it is just a bad form to blame survivors for 3 gen especially in soloq.
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@dance said:
Dead by Daylight welcomes a new famous Survivor into The Fog - Alan Wake! We'd love to hear your feedback on Alan Wake's new Perks.
https://us.v-cdn.net/6030815/uploads/Q37AVFAKOFTJ/dead-by-daylight-alan-wake-perks-jpg.jpg
Illumination is underwhelming. I would swap seeing chests for seeing all other survivors. It takes time to find totem plus placing it, so basically survivor must sacrifice the most valuable - doing gens, which is a big trade off (Mikaela smoking in the corner nervously) considering boons are loud and easly removed by the killer.
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It feels like and it IS a killer buff. As BHVR mentioned it rarely reaches 8 regression events, so basically free 2.5% more for a kick. Nothing major, but we should call things their names.
Corrupt intervention is the main 3 gen enabler. It forces survivors to cluster repair gens in the beginning of the match. There is no way around it because its effect is so long.
Solution 1- make corrupt intervention block random gens.
solution 2- kill this perk and give corrupt 15 sec basekit, so killers have some time to get a grasp of the map but not too much to force SoloQ to repair gens ina cluster.
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His recovery time after missed chainsaw is almost non existent. In last few days I had around 10 matches against Billy and they all ended in 4k. Only difference was that some Billies were nice enough not to slug at 5 gens. Also I think his overdrive shouldn’t accumulate while not in chase.
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@Boons123 said:
-At first, all remote generators are blocked by the entity from the center of the map for 45 seconds
-With each generator repair, the generator's repair speed decreases by 25% if one survivor is working, and the cooperative's repair speed increases by 8%.
1 generator repaired = 25% slower repairing generators on your own
2 generator repaired = 50% slower repairing generators on your own
3 generator repaired = 75% slower repairing generators on your own
4 generator repaired = 100% slower repairing generators on your own
This is only if there are at least 3 survivors alive
play at least 1k hours as a killer and then read this ridiculous post again. There is not anymore such thing as genrushing, however there are new killers who commit to 2 min chases.
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@buckk0097 said:
so that was a lie, wesker is one of the most fun and balanced killers to play as and against in the game.
BUT can we please do something about tunneling wesker with 8% Hindred effect. You come of the hook with half infection then few seconds later.... Boom try looping the wesker while slowed and injured.
Please dont go off the rails in the discussion, this is about tunneling wesker problem and none can convince me its fair to be slow while being tunneled.
Normal Wesker is fuuuuun <3
He is the most fun killer created after Blight. His problem is 8%!!!!! slowdown on infection which gives him too much passive preassure on survs - after hooked or injured you get updated(slow) heals plus need to get aerosol which also shows your location.
One other thing is injuring someone with deep wound if being hit against with another survivor . This is not easy to pull off(most of the time happens while camping hooks), but still- WHY?
Don’t get me wrong he is in no way OP, but everything combined he is just too much.
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@Yippiekiyah said:
Most killer perks are still slowdown, does that not tell you that baseline generator speeds are too fast?
It shows that autoplay regression/stalling perkd - jolt, pain res, dead lock, corrupt complement camp/tunnel the best
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3557525#Comment_3557525
Kill rates have never been shared with the exception of last year, and last year it was shared because they wanted to show the impact of the killer buffs of 6.1 (which were intended to bump up kill rates, and they succeeded, hence they showed us).
So they do matter. Curious how high the “bump” has gone this year.
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@sizzlingmario4 said:
https://us.v-cdn.net/6030815/uploads/ZL1UIAZ7N31A/9a28b964-06e6-4e57-aa38-5359b174269f.jpeg
https://us.v-cdn.net/6030815/uploads/G69UEYFQVDA5/092dc18a-faf4-4626-9913-f5ca291dec80.jpeg
https://us.v-cdn.net/6030815/uploads/DHUJ2SVCMCOS/49d46f5e-8960-411c-96a8-fe801ceaf325.jpeg
Thoughts?
Kill rates are still kept hidden. Those must so damaging.
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@EternalHails said:
it's just a laugh. too crazy speed. It is not normal.
is this trolling? There are great regression/stalling perks, then there is good old tunneling/camping. If those don’t help, then the problem is looking at you in the mirror.
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@caipt said:
simple question. I know this post is gonna breed so much us vs them fights in the replies but please keep it to a minimum.
for me I'd say its survivor sided atm mainly because of mft and ftp+buckle up, along with the general lack of regression making playing nice a lot less viable.
Given how easy and powerful is camping and reluctance to change it in a meaningful way i.e. basekit monstrous shrine ( with very low % on high mobility and teleporting killers and high% on low mobility) + 90 sec per hook stage , I would say devs are leaning towards killer comfort.