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CrypticGirl

CrypticGirl

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CrypticGirl
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  • @mardelchen said:

    I think it would be the best idea, if we can decide for ourselves if we wanna show the prestige off or not. People also put on their legacy outfits or other rare skins (hype shirt) to flex so it would be the best to let people decide for themself.

    It's already been pointed out that people will take optional hidden Prestige symbols as a warning sign that they're hiding a high Prestige and then dodge accordingly, which defeats the purpose of hiding them in the first place.

    Nothing good comes out of showing off your Prestige in the pre-game lobby. All it does is encourage lobby dodging, targeting and tunneling and general sweat from Killers. Prestiges are still shown in the tally screen, so you'll still have your moment in the spotlight.

    The only other people who want Prestige levels to be shown are the Killers who go, "I want to see who's P100 so I can dodge them." There have literally been posts like that.

  • @SweetbutaPsycho said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3782766#Comment_3782766

    he let her escape in the end after she had pointed out where we all were

    Working with the Killer is a reportable offense, even without hacking.

  • Adding more time to generators will only buff camping and tunneling, which are already too strong as it is.

  • As others have said, that is a cursed/hex totem status effect. The specific name only pops up briefly when it first activates. But if you see that cursed symbol, start looking for a flaming totem (or listen for crackling flames). I usually find more hexes by the crackling rather than lit totems.

  • Imagine going up against Hag and Skull Merchant. I think I would cry if that happened… 😭

  • @Nathan13 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3780451#Comment_3780451

    yeah maybe I shouldn’t have went to their stream because now that I think about it, it probably wasn’t the appropriate time. But I also think streamers need to take accountability for their behavior when they choose to quit in a video game all over a certain killer or perk.

    Even if going to the stream wasn't the appropriate thing, I do think that streamer's reaction was over the top, because like you said, it's just a game at the end of the day.  I have my times when I give up, or when teammates give up, but I just move on.  The other day I had a Skull Merchant, and the first teammate gave up on first hook (surprise).  In the end, she 3k'd at four gens (she gave hatch to the last guy).  The Killer came to my stream and said "gg, no hard feelings."  I'm like, "Meh, it's Skull Merchant, what can you expect?"  What else can we expect aside from a miserable match because no one wants to play against her?

  • @Beaburd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779292#Comment_3779292

    As promised, here's the approximate DC rates with @CrypticGirl dataset:

    January: 13.8%
    February: 9.6%
    March: 10.7%
    April: 12.7%
    May: 10.1%
    June: 10.7%
    July: 11.4%

    Seems the average DC rate is about 11.3% on average.
    I was just gonna edit it into my last post but I did have a question.

    I only counted games that had at least 1 DC for the above rates. I ignored all notes that talked about someone skipping hook stages or dying on first hook. Do you know if notes regarding hook stages was intentional by the person hooked, or just because the team failed to save them, or could be either depending on the game?

    Either way that was a fun delve, thanks again!

    I did make notes in the "special notes" whether dying on hook was intentional or not; I.e. "Threw on second hook" (intentional) vs. "Died on second hook" (unintentional).  I understand how that could have been confusing.

    ETA: Also, I did take a gander at your spreadsheet.  I do like all the details, but I tried to avoid as much side scrolling as possible in my own spreadsheet.  All that side scrolling makes the data hard to follow, imo.  But I might just make another column for additional details of the match, describing events or actions that led to our success or failure.

  • @Beaburd said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3779249#Comment_3779249

    I do agree that frustration, community clashes, and general negativity are emotions fostered by some developers to encourage addiction in their products. I would even see the argument that tactic is used in DBD, especially given their stance (or lackthereof) on topics of balance, third party programs, the competitive scene and other controversial topics.

    These are, like you mentioned before, aspects of engagement to keep the community invested. But should rage quitting really be accepted as a normal practice akin to those? The act of quitting alone is a lack of engagement and discourages other players in the game from engaging since it impacts their experience. I struggle to think that having 1/5 games ruined would encourage people to play rather than dissuade them.

    Even if it is a byproduct of practices meant to foster addiction, I would think it would be treated more harshly. But I suppose my train of thought might be wrong, and you could be right. If it was really a problem for them, they would state their stance on it and continuously try to address it. Since I'm not aware of either, I'm guessing that means it's not impacting business negatively or they're otherwise okay with it. Unfortunate if so.

    @CrypticGirl

    I'm not noticing any more ragequitting than normal, and I also keep track of my matches.

    This is actually perfect!

    What attributes do you keep track of? Is rage quitting one of them specifically? If so, what % of your games have at least 1 rage quitter? And what's your sample size?

    Legitimately curious if it's just me suffering with a nearly 22% rage quit rate.

    Mine is just a simple spreadsheet listing the Killer, Survivors, perks, map, # of gens done, # of escapes, BP scores and special notes (which would include if someone got tunneled, or DC'd/threw on hook, hatch escapes, or things like that.  I don't have any fancy charts or graphs to depict a specific rate of any particular note; I really don't know how to do any of that stuff.

    I'm not sure what you mean by "sample size," but if you want to check out my spreadsheet, I have it here (this covers January-July 2024 so far).

    https://docs.google.com/spreadsheets/d/1lMKd1UaZQFIZTFVeC4CPYsQ1aajVccopefX2HiVE-oA/edit?usp=sharing

  • I'm not noticing any more ragequitting than normal, and I also keep track of my matches.

  • You know, this wouldn't be a problem if the Killer didn't hard focus on proxying the hook and start looking for the others as soon as they hook the first person. Perks like BBQ are great for that, but no one wants to run it anymore just because it doesn't provide the bp bonus anymore, even though it serves the same function.

  • @zLoqzx said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3778640#Comment_3778640

    they should make it so u can flex ur rank like older dbd and what aguement? it should require skill at least a bit of skill to reach high rank thats all

    Grade isn't rank, though. MMR is more like the ranking system we used to have, that's what takes skill to raise. We just don't get to see what it is so we don't have to fret about raising or lowering it.

  • @bleep275 said:

    I think the DC penalty should just be removed.

    We already know it's not going to be removed, so I do agree that at the very least they should put a cap on it. I'd honestly say an hour is good enough. Who would want to play a game only to get kicked and banned for another hour?

  • This might also explain why I just couldn't get any escapes in my session this morning…

  • I think the Entity shrunk Nemesis a bit, too? I mean, he's still pretty large, but not quite as large as he was in the RE game. He'd have to be shrunk down, or else he wouldn't be able to fit into any doorways…

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772555#Comment_3772555

    "assume" this is just stupid to think like that, they can assume whatever they want doesn't actually mean that player who hide prestige is P100. Like I said lots of people don't want to hide their P100, that's just show dedecation to the character and nowadays like literally everyone has P100, even new players.

    While logically it is wrong to assume anything of P100's, it doesn't change the fact that people do it, and they dodge accordingly. Therefore, hiding prestiges gives people one less reason to dodge.

    Mandy herself confirmed that during the testing period (where a fraction of the playerbase had the prestiges hidden in the pre-game lobby), there was less lobby dodging as a result. Are you really going to argue against someone who knows what's going on behind the scenes?

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3772547#Comment_3772547

    The main problem with matchmaking and quality of matches is MMR system which works terribly not prestiges, prestiges is like 5% of the problem if any.

    But lobby dodging is what makes the matchmaking even worse than it already is, so any step to reduce it, even by a small margin, is a good one.

    Then again just make it optional so people who have a problem with it can hide their prestige.

    As stated above, if it was optional, people would assume that a hidden Prestige level is a P100 and then act accordingly, which would defeat the purpose of hiding Prestiges.

  • @Mag1cian said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3771908#Comment_3771908

    No they woudn't, not everyone wants to hide their p100, otherwise people want to show it off and who doesn't can just swap to other character. The only players who benefit from this a new low prestige players which gonna make matches worse.

    The other part of it is, people don't want to be forced to play other Survivors to hide their Prestige. They should be able to play their favorite Survivor without worrying about being lobby dodged or targeted.

  • @shiiroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3770182#Comment_3770182

    No my friend. At no point in time, regular killer queues should be 15minutes. Fixing MAIN GAME should be a priority, not some goofy limited time mode.

    Plus…if survivors aren't playing 2v8, and they aren't playing normal queue, where are they then? How can both killer queues be so bad? Something is clearly wrong.

    They're probably waiting to play Killer in 2v8, and that's what's hurting their queue times. The BP incentive is there to encourage more Survivors to play for that mode. So I would encourage playing more Survivor as well. When you play Survivor, you do your part to lower the Killers' queue times just a little bit.

  • One thing I wish we had in this mode is some kind of Kindred equivalent. I hate not knowing if teammates are going for saves…

  • Of course, people are complaining about Weave Attunement+Franklin's because it does the same thing that the original Ultimate Weapon did - provide too much Survivor revealing for too little effort.

  • Yeah, I had a lot of shards saved up on Steam. I don't really spend them, except for the occasional Killer perk or extra bloodpoints from the shrine. Looks like my game currencies were combined from both versions, which is pretty cool.

  • I got all my Steam progress transferred to the Switch. All of my DLC's and inventory are there. The only thing I really "lost" was the red scratch mark portrait for Dwight that I had gotten on the Switch. Yeah, my Dwight on Steam had the higher Prestige level overall, but I only bothered to P3 him on the Switch version and then hadn't touched him since.

    I have a little "before and after" comparison. And a side note, it really sucks to have the PTB UI on the Switch version…

    NSW Before.jpg NSW After.jpg
  • @Coffeecrashing said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3764449#Comment_3764449

    A lot of the ragequits happen for unacceptable reasons that BHVR should never try to fix. Maybe the survivor hates all killers that can go undetectable. Maybe the survivor was found by the killer near the beginning of the game. There could be any number of unacceptable reasons why survivors ragequit.

    The trigger reason isn't important though. The important thing is when a survivor can quickly go to the next game, with zero consequences to themselves, they don't need to actually ask themselves "is my reason for wanting to ragequit good enough to justify ragequitting"?

    But if there wasn't any ways for a survivor to quickly go to the next game without any consequences to themselves, the survivor would actually need to ask themselves if their reason for wanting to ragequit is good enough to 1) potentially be stuck with long periods of time on a hook, or 2) suffer a DC penalty, or 3) potentially be stuck in the match for a while if they go AFK.

    The trigger reason is very important. There are a plethora of circumstances that make Survivors want to leave a certain match, but mecca summarizes it nicely in their comment above. I'll quote it here in case you missed it:

    The problem is simple: the game is too unbalanced and it's too much decided in the first minute. While killers have the luxury of coming back from bad starts, survivors don't. If a Blight has downed several before a single Gen is completed, survivors can't win.

    The killrates are too high. Survivors often go matches after match facing the same inevitable loss. In essence: there is not much skill expression for survivors to control the outcome. So the whole problem is the game feels unwinnable because it often is.

  • @mecca said:

    The problem is simple: the game is too unbalanced and it's too much decided in the first minute. While killers have the luxury of coming back from bad starts, survivors don't. If a Blight has downed several before a single Gen is completed, survivors can't win.

    The killrates are too high. Survivors often go matches after match facing the same inevitable loss. In essence: there is not much skill expression for survivors to control the outcome. So the whole problem is the game feels unwinnable because it often is.

    Ding ding ding, we have a winner right here! This is the root of everything. A single mistake is all it takes to doom the matches for Survivors at any point in the game. This isn't just entitlement or pessimism, it's a cold hard fact. I've seen it happen more times than I can count, even when no one gives up.

  • Peanits already acknowledges that removing the 4% won't stop people from giving up in a match, so I don't get why people are still suggesting it.

  • Yeah, I was disappointed that there's 200 levels, but after Tier 85, they're all so…empty. 😭

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3762431#Comment_3762431

    The challenges are for the battle pass to level up quicker, why are you thinking we speak about different things? xD

    Because I wasn't speaking of the battle pass at all.

  • @KatsuhxP said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3761945#Comment_3761945

    I'm gonna admit last battlepass I had I think 53 day still as I completed the deep rift, but why would you rather have a battle pass that takes longer than one that is quicker to complete? xD

    I'm not sure how you thought I was talking about the battlepass when I was clearly talking about challenges. 😕

  • I'm just confused about the asterisk note: "*But players can share from other platforms to Switch."  What does that mean if we have to buy the DLC's all over again?  What exactly can we share from other platforms to Switch?

  • This was why I had suggested longer challenges some time ago, but no one seemed to be in favor of it.

    What I mean by "longer challenges" is ones that are easy, but would take multiple matches to do (i.e. repair ten generators). We've had some challenges like that, such as earn 3 gold emblems in a specific category.

  • Well, in any other situation, constant (or near-constant) wallhacks like that would be considered "cheating." But since WA is designed this way by the devs themselves, it's totally fine, right?

  • Even without the hook grab mechanic, I've never viewed unhooking in front of the Killer or hook trading to be a wise decision, except in very rare instances.  If hook grabs returned, I'd have even less reason to attempt an unhook if the Killer is nearby.

  • Absolutely not. Even without hook grabs, going for an unhook is still extremely risky. The Killer can hit the unhooker if they're healthy, and then hit them again right after the unhook, resulting in another free hook for the Killer.

  • @AmpersandUnderscore said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755961#Comment_3755961

    Tunneling is base kit. It was also incentivized by not having any way to locate survivors after the hook and you couldn't tell if the killer was waiting near the hook (he was).

    Anti tunneling is entirely perk related and was completely disabled. Similarly, gen rushing is impossible without both perks and items, so this game mode was basically 'what if we giga buffed tunneling and survivors had no way to counter it'.

    But tunneling was very counterable using the powers of stealth, which was excellent in Lights Out. The Killer can't tunnel if they can't find you.

    Also, as determined in another recent discussion, most people don't know what tunneling really is, so actual tunneling doesn't happen nearly as often as claimed. Throughout the entire Lights Out event, I only encountered one, maybe two Killers who tunneled.

  • I'm really struggling to understand how people thought Lights Out was unbalanced.  We had...

    No loadout for either side = balanced.

    No scratch marks for Killer and no terror radius for Survivors = balanced.

    Killers couldn't say, "I lost because Survivors had Dead Hard or [insert all other annoying Survivor perks here]," while Survivors couldn't say, "I lost because the Killer had NOED or [insert all other annoying Killer perks here]" = balanced.

    How would they balance that mode if all that didn't make it balanced?

    So far Lights Out has been my favorite modifier, but I guess I'm in the minority.  My Little Oni was absolutely miserable for Survivors.  Chaos Shuffle was...okay.  I'd have to be in the mood to try out different builds to play it.  I also wonder why people thought Chaos was so fun while also saying that it amplified the flaws in both roles.  It was fun despite people believing they can't survive without gen regression or second-chance perks, but the fact they found it fun already disproves that belief.

    As for 2v8, I honestly don't see it being fun for the long-term, but I'll be willing to try it when it comes out.  I'll see how much I like it then.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755797#Comment_3755797

    Game is not winnable only because of you make it so. You won't believe how many matches I had 2/3 man escape even after hardcore tunneling 1 man out, where all 3 survivors actually tried to win.
    Literally 2 days ago had a match: Sable gave 2 gen chase to Doctor and everything went good. She ignored healing and decided to finish gen with teammate first. Doctor came back on poped gen, find her and hooked. She gave up at second stage. Then I gave to Doctor a good chase, then my friend gave him good chase, I poped last gen, gave back to my friend and we made 3 man out. This monkey brain Sable could easily be with us or AT LEAST made this escape easier by buying us some time and not giving up.
    I know you guys can't see this because you are unexperienced and it's easier to cry here that soloq is unplayable instead of make it actually playable, but if you think match is unwinnable, it's not always really is. There is some good players YOU just made it unwinnable for.

    @Marc_go_solo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755797#Comment_3755797

    Just for context, yesterday a survivor went down and gave up before any gen was done. 3 survivors and 5 gens. 2 of us escaped against an aggressive Pig.

    It's difficult, but not impossible to survive. It depends on a lot of things and is certainly very rare. Not impossible though.

    On top of the low likelihood of winning, there's also the fun factor to consider. About a week ago, I got hard tunneled by a Wraith. But the teammates were extremely gen-efficient, and I was lucky enough to keep him busy long enough. However, I still got frustrated enough after my second hook to DC. But I just happened to stay on the tally screen long enough to see that the Killer DC'd afterwards.

    Did we counter tunneling and win that match? Yes. However, that didn't make the match any more fun. The teammates were likely bored out of their minds while they busted out the gens.

  • @fussy said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3755785#Comment_3755785

    My dream is for players like you to be given a separate queue and you guys play ONLY with each other. You have no idea how many winnable games you've turned into lost ones. Egoists shouldn't be unpunished in team based games.

    If a Killer eliminates a Survivor at five gens, the game is not winnable, period. A single mistake from a single Survivor can doom the match, and that is why so many Survivors give up early.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754544#Comment_3754544

    Shouldn't your argument apply to Hen's matches since he's playing solo queue as well though? He managed to boost his team's escape rate by 50%, which is very significant.

    I believe the playing better argument is still applicable here since if your team played better, the gens would have been done. If you loop the killer for 20 minutes and your team doesn't finish the gens, it's more reasonable to blame your team at that point.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754560#Comment_3754560

    That isn't a problem specific to tunnelling. If the killer isn't tunnelling and your team doesn't do gens, you would have the same problem.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754576#Comment_3754576

    Saying tunneling doesn't happen much is like saying cheaters do not cheat much.

    Cheaters are extremely rare though? They probably occur once every 500-1000 matches.

    Tunneling is essentially an exploit of game design for a huge tactical advantage

    It isn't an exploit. BHVR has already acknowledged tunnelling as a legitimate strategy and has no intention of treating it as an exploit.

     It's easy for killer to tunnel but impossible to counterplay it.

    Can you explain what's happening here then? If it's impossible to counterplay, why are 3-4 survivors escaping when the killer is hard tunnelling?

    https://www.youtube.com/watch?v=dYmnejC2yZQ

    Can you explain what's happening here then? If it's impossible to counterplay, why are 3-4 survivors escaping when the killer is hard tunnelling?

    For starters, he's coming into the match with the intention of getting tunneled and bringing a build specifically designed to counter it. Not everyone wants to play that way, nor should they.

  • I finally got all my Survivors to P9 (which only took me two years), and then I started the P100 grind on Dwight. And I collected all the cosmetics and other goodies, so I'm happy. XD

  • @Neaxolotl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754544#Comment_3754544

    Isn't doing the gens efficiently still just "being better at the game", though

    That weighs on your teammates, though. If you're being chased and looping the Killer, and teammates aren't doing gens, you lose, no matter how good you are at the game.

  • @adsads123123123123 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3754386#Comment_3754386

    Tunnelling isn't extremely difficult to counter. The solution is simply being better at the game. Good survivors actually want the killer to tunnel them, so they can waste all of the killer's time and allow their team to work on gens uninterrupted. This is how Hens carries his solo queue games and escapes far more than the average solo queue player. See

    https://youtu.be/dYmnejC2yZQ?si=tRrxKl7Kv6JBNlvA

    https://youtu.be/Je3AQGuG2C8?si=HhXiuyR0Kb4_tGcQ

    Unfortunately, it's not as simple as "being better at the game." Even if you loop the Killer well, it all hinges on how fast your teammates can get the gens done. In most cases, they won't. Many will try to protect the person being tunneled, which only slows down gen progress and delays the inevitable (that being the death of the person being tunneled).

    But whatever the case, looping the Killer well doesn't make being tunneled any more fun.

  • Perhaps people need a visual example of what actual tunneling is, so I've got one right here.

    Interestingly enough, in Scott Jund's survey, he asked which Killer tunnels you the most, I put Wraith. And here I am, getting tunneled by a Wraith…

    https://www.twitch.tv/videos/2188877905
  • I don't think DS is effective against tunneling, because once it's used, the Killer knows you have it, and they know you can't use it again, so that's a free ticket to tunneling.

  • @Pulsar said:

    One of his issues was that he specifically asked if YOU got tunneled, not if you saw tunneling.

    Being tunneled 27% of the time actually seems to support the idea that tunneling is fairly frequent.

    I'm not sure why there should be a distinction here.  Tunneling is happening, whether it's happening to you or one of your teammates.

  • @adsads123123123123 said:

    You need to track it in a way that allows the information to be summarised. Just scrolling through the data isn't useful.

    I just do this for my own fun, really, not to prove how often certain things happen.

  • @Backmon said:

    Anti tunnel perks for survivors busted and overpowered even if using only 1 of them. But if they combine 4 this perk its actually a guaranteed free escape. After babysitter buff its already became obvious how overpowered anti tunnel perks. Survivor doesnt like when killer combine 4 slowdown perk/ but full anti tunnel survivors build is the same way annoying to deal with on killer side. BHVR make exhausted effect for haste perks and thats a good way cause it would be impossible to deal with. Now its time do the same with anti tunnel perks cause how busted they are.

    What are you talking about? Anti-tunnel perks are already limited as it is. DS - one use per match and disables in endgame. OTR - only allows one hit per unhook and disables in endgame. Dead Hard requires precise timing and can easily be waited out (on top of causing exhaustion), as can basekit endurance and the BT perk. So I'm not sure what adding an exhaustion effect is going to accomplish…

  • I would agree that the Evader emblem progress needs adjustments, but not in the way that is being proposed here. I believe that long chases should give you greater Evader emblems, but if you go down at any point, even after a five-gen chase, your Evader rank suffers. This was something I misunderstood when I was struggling to earn Gold/Iri Evader emblems for tome challenges; trying to have longer chases rather than escaping the chase.

    To give an example, I had a challenge to earn two Iri Evader emblems, and I really struggled with it. Then I had a match against Tombstone Myers. Knowing that he had it, I jumped into lockers at the first sound of his terror radius. I didn't even care if I alerted him to my location with the rushed actions, I willingly let him hook me. I played that way throughout most of the match, not doing much of anything else. When I finally died, I was baffled to have earned the first Iri Evader emblem (even if my other emblems suffered).

    TL;DR, the key to getting better Evader emblems is to escape short chases rather than running the Killer for a long time and then going down. And that is something Survivors cannot control, as the Killer chooses whether to keep chasing that Survivor, or drop the chase and go after someone else. And that is why the Evader emblem progress needs adjustments.

  • Well, we have the party pallets in the anniversary event that Survivors can place at will. The major downside being that the pallets immediately break upon being thrown, so I personally don't find them useful. How do we feel about that feature?

  • Maybe this is one of the reasons only the first five Killers can participate in this mode? Maybe they finally have bots for them?

  • @I_CAME said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746298#Comment_3746298

    The quality of players is a problem but I will die on the hill that it's largely a matchmaking issue. I literally just got matched with a member of Team Cynic. Now most people probably wouldn't know who that is but i've seen them play in all of the major competitive tournaments. The match was not fair at all and we got absolutely destroyed. I think when a 10k hour killer who plays the game competitively is being matched with casual solo survivors then there IS in fact a matchmaking problem despite what some other posts have insisted. My game before this was a P100 Hag and the game after was a P100 Oni. I should not be in games with any of these people considering what my escape rate is in solo queue. Matchmaking isn't perfect in any game but it is especially terrible in DBD and utterly fails to separate different types of players.

    Unfortunately, the matchmaking doesn't take into account people who play like douches, like in the first clip I shared.  I really couldn't tell you what any of those teammates' skill levels were, but skill level was irrelevant in that situation.  Anyone of low or high skill can teabag a slugged teammate for no reason.

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