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Dino7281

Dino7281

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Dino7281
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  • @Bran said:

    boon totems are strong if you let them use them. you'll know whn one is active so play against it. simply put

    how the hell you want to stop them from using boons?

    Problem is, you know there is boon, but you don't know if only 1 player use them, or more, you don't know if it is only 1 perk, or multiple...

    It's hard to play around it, when your only info is there is boon somewhere on this huge map.

    How do you play around it? Yeah, start to tunnel, enjoy

  • @Johnny_XMan said:

    Personally I find the totems “potent” but not OP.

    I think there is definitely room for changes. Like, for some reason part of me feels like the survivors should not be able to see the totem from anywhere on the map.

    This would make it more interactive in trying to find its location and feel like you are rewarded for doing so. Just as an example.

    You have issue SWF vs SoloQ with this change...

  • Plague, or just full tunnel

  • @Clueless said:

    They nerfed his chase forcing you to play hit and run, just as they make heal meta a thing. It is like they want him to be as ######### as possible.

    I dropped him entirely.

    It was nice to get nerf in same patch with CoH, which Wraith is probably ######### most against it...

    It just hurts every time you whiff around loop, because of that nerf...

  • @dictep said:

    https://forum.deadbydaylight.com/en/discussion/293903/wraith-feels-like-d-tier-again

    So the killer is D tier but with the best addons and 2 perks you 4k against surv with 1000hours. And you want buffs so you always win with these addons and 2 perks and you also win with other stuff. Yes, survs are overpowered and this forum is not a killer forum

    Tumbstone Myers can get 4k quite easy too, is he good for it?

    no

    and what addons are that good on wraith? His counter-play never change...

  • Well, depends.

    Can I enter as a killer?

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627858#Comment_2627858

    So it counters a single killer (kind of since you still can change to charlotte). How is that an issue exactly?

    I feel like people are making it out to be the same boogeyman like when luckybreak was changed.

    Everyone was saying how OP it would be and barely anyone uses it now.

    Luckybreak was nerfed a lot and good survivors are not going to use it, because they want to chase... It's still annoying if you have everyone using it with medkits and indoor offering, but just use shadowstep for that now...


    You said that killer will always hear it, which is just not true. You also have multi-layer maps.

    It just does counter slugging. Twins get countered most.

    If you combine boons, you have one boon that counters hit&run + 3-gen, 1 that counters slugging and 1 that makes it harder to commit and killers can't get rid of it permanently. Only option left is to tunnel / camp or be fine with multiple escapes... enjoy

  • @Marigoria said:

    https://forum.deadbydaylight.com/en/discussion/comment/2627839#Comment_2627839

    So the new boon, which only works in 24 meters, which is enough of a radius for you to hear, is going to counter slugging?

    Just step on the boon or don't slug. How difficult is that to counter? You literally can hear it if it's that close.

    +/- 10 m is max distance for you to hear it and gl trying to get rid of Boon with Victor...

  • @OldHunterLight said:

    If you are leaving the game you do not need to make a thread, you can just uninstall and yes boons are really strong and annoying, they are limiting snowball so basically boon unbreakable can counter heavy snowballers like twins, oni, nurse.

    Idk what is going through bhvr's mind when coming with these perks.

    I wouldn't think that it is that big issue if killer knew what boons survivors have.

    But you don't, so you often correct your playstyle (start to tunnel) even when you don't really have to.

    I just always think it is CoH, because that is best imo.

  • I don't have that big issue with new boon and shadowstep, but I really hate CoH.

    You just have to commit to every chase, which is just bad thing and doesn't really work with weaker killers.

    So it's just tunnel time whenever I hear boon.

    Another problem is that survivors always know whenever they are under effect of hex and what hex it is. Killer doesn't, he just knows that there is boon, but is it only 1, or all 3?

  • Thing is, you have lot of loops where Blight just can't get hit with power and has to down m1, that would be terrible as 110%, so nope.

    Why the hell people wants to nerf him? He is good and fun to play for both sides imo.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623864#Comment_2623864

    I will repeat what killer mains say every time a new killer is not fun to go against: adapt and learn to play. Circle of healing is not a big deal. I don't even notice it when it comes up in killer games. Focus on downing someone and don't ping pong around. If you get into a situation where you have only a few gens left and can't afford to chase, accept that you can't win every time. In fact, do the last part anyway and you will enjoy the game more

    Yeah,

    Hit&Run and 3-gen sucks against CoH, that's the issue.

    Hit&Run is best way how to snowball with weaker killers, most killers can't get away with commiting on each chase.

    So best way how to "adapt" is just tunnel... yay

    You advice is super dumb and just doesn't work in high MMR unless you play top 3 killer.

  • Trapper is not that bad after recent buffs imo. He is still low C at best tho.

  • Oh, that system is just weird...

    Why not make it normal S, A, B, C, D?

    I consider Nemesis B tier, OP system is just weird.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2625023#Comment_2625023

    It shows that Nurse on average does not perform as well as the other killers. The reason likely being the higher skill floor than all of the other killers. Why should we assume that an average player's performance would represent the potential strength of a killer?

    I don't ignore that the average skill of players could explain the kill rates. But they are global, average kill rates, so why should we expect that players playing survivor are on average worse at the game than average players playing killer? It would necessitate that conclusion if we explain the killer-sidedness of global, average rates with skill factors. That would in turn mean survivor is harder to play. I for one think skills are more rewarded on the killer side, that the fact that you have 4 survivors with varying levels of skill skews the live balance to favour killers whose skills will have more notable of an impact on matches, but I didn't intend to go into stat arguments or speculation as to why they show live balance to be favouring killers. Just that they factually do.

    I don't see what point you are trying to make arguing with me. Even if I were to agree that global stats don't mean much in terms of balance (they do in terms of live balance, they are literally what live balance is, and I did already distinguish base game balance from that), they were never what I primarily was talking about anyway, I more or less off-handedly mentioned them in my larger argument that good killer players win most of the time.

    So we care about what represent the potential strength of a killer, but ignore the potential strength of a survivors?

    Survivor is not harder to play, but there is multiple players involved. It's easier to have one decent player than 4, that's why lower MMR is killer sided. 1 bad survivor can result in all survivors killed.

    I don't really care about OP, I saw incorrect comment and I didn't like that, that's all.

  • So what I would change:

    Twins lower

    Pinhead lower

    PH higher

    Plague higher

    Freddie lower

    Deathslinger lower

    Doctor lower

    Demogorgon higher

  • New Scourge is decent, but I hoped you will get 8 scourge hooks with 2 perks.

    Gift of pain is bad imo.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623578#Comment_2623578

    I'm fine with them balancing around top level play, ala SC2.

    I'm fine with them balancing around low level play.

    What I'm not fine with is inconsistency.

    Either Wraith needs his nerf reverted, or killers with low kill rates at lower levels of play need to be made easier. Otherwise BHVR are just basically saying 'we don't really care about low level killer players'.

    Yeah, buff Nurse.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624593#Comment_2624593

    Again, I was talking about past stats with the 60-70%. But even now in MMR some killers still average around 60% even globally.

    Nurse is the only one below 50%, and it's because the average player is not good at playing her, she has a higher skill floor than any other killer. Well, Trickster was the only other killer below 50%, though I think that was prior to the recent buffs.

    I don't care to have an argument about the specifics of stats, it suffices anyway to say they too show that the game is killer-sided in its live balance, with the average result being at least 2 survivors dying.

    As for the bad player good player argument, again, the players I talk about and highlight who 3-4k all the time are at the top of MMR. If they are not regularly getting good opponents, nobody is.

    No, it doesn't.

    If it proves it, then it has to prove that Nurse is worst killer.

    You can't choose what you like and what you don't from stats and ignore arguments how you want.

    You wanna ignore avarage skill of survivors that can explain higher killer rates, but you wanna talk about avarage killers for Nurse?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624583#Comment_2624583

    Actually I don't think 3 gens is hard to beat. At least not as long as 3 survivors are alive. Since the killer can't commit to a chase because the other 2 survivors would finish the gen.

    Since CoH, 3 gens are considerably weaker, because survivors can infinitely heal themselves.

    Yeah, I agree CoH makes 3-gen way worse.

    Well, I think CoH is broken perk overall...

  • @Hunter_Main_322 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623546#Comment_2623546

    According to your mood, it is clear why you tunnel and camp

    Play normally then and you will be in the mood

    I can't tunnel nor camp when I don't play. Easy fix

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623589#Comment_2623589

    ...Yeah, because 59.86% is so far away from 60%. And the 40-something is only for Nurse, for whom it is obvious why the rate is that low. Everyone else is above 50%, as is the global average. And in all of the the past stats (the stats I was more so referring to, hence "rank"), they were actually between 60 and 70% every time.

    That the kill range is more 1-4 rather than 0-4 also isn't somehow not a balance argument. Why would it be "boosting" stats if it is much more likely for killers to get at least 1 kill? That the game favours killers to often at least 1k even in bad games is affecting stats in a completely valid way.

    That high MMR stats will be way lower is pure speculation. I think they will be significantly higher, and in the case of Nurse for instance it's obvious that they would be. Red rank stats in the past were also always even higher than the already above-50% global average. And I mean, all the players I talk about that almost always 3-4k are obviously high MMR.

    I don't want to go into another discussion about stats though. My original post was more to counter the narrative popular around these forums that killer is hopelessly impossible and getting kills is an exception. Which is just not reality. For the best players getting escapes is an exception.

    59.86% is less than 70%

    I like how you try to compare my maximum with your minimum, that's not how it works

    Nurse doesn't have above 50%

    It's not balancing argument, it's stats argument. Also you have more bad players than good players and everyone knows killers are better on low MMR, which I don't think are players you should balance around.

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2624131#Comment_2624131

    Then the survivors you face aren't very smart. First gen I try to finish is one of the middle ones. Leaving the outer ones for the end and preventing 3 gens.

    You think that 3-gen is hard to beat, right?

    I defend that 3-gen from start, I never leave that are, so they can't really finish it.

    On some maps at least

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623763#Comment_2623763

    It's the survivors own fault if they 3 gen themselves. Having ruin in the middle would be like having a survivor hooked in the middle.

    Nevertheless, survivors could still cleanse that ruin.

    I often force 3-gen from start on some maps...

    So not always their fault

  • @Krimbar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623888#Comment_2623888

    That's true, but that's kinda the point, isn't it? You want to play against the same group of people again. It's something you would do every once in a while, because you just felt like the matchmaking was pretty fair and want to play them again, or you got completely destroyed and want to prepare for the second round trying to beat them this time, or whatever reason you might have. I think it would just be a nice option to have incase you want to play again without going back into the queue.

    I think it might create fun situations for sure.

    But yeah, either lock everything or allow change everything (including killer change).

  • BT is must have

    DH / Sprint Burst too

    Then you have two free slots, but most meta is probably DS + Unbreakable

    I play Jeff so Iron will is must have. I play CoH with it now, because it's broken imo.

  • @VikingDragonXii said:

    They should just add a automatic ingame chat that picks up your mic. Like a local voice that it gets louder as you get closer. (For the life of me I cant think of what its called).

    That way even if SWFs are using discord it will still pic up their mics.

    How would that help to soloQ?

    It would be fun if killer could hear it tho.

  • It sounds good on paper, but you would either need to completely lock everything, or let killer choose different killer.

    If you just get to normal lobby, now that those ######### will equip perks to counter me.

    Problem is that there is high chance both sides will go nuclear on that second game.

  • @Elena said:

    They really should add voice chat for the sake of solo survivors.

    I really don't wanna listen to kids yelling at me what to do.

    Chat is also not good, when you would see one survivor complaining for 5 minutes instead of playing.

    I would rather see just chat wheel, with cool-down...

  • How the hell does that work?

    Perk: Tunneler - you are allowed to hook one survivor multiple times. Without it you need to wait 5 minutes to even injure him.

    Perk: Camper - you stay close to hook. Without it you are not allowed to use your power, nor m1 inside 20 meter radius close to hooked survivor.

    Yeah, nope...

  • I used to be Deathslinger main.

    So yeah, I have stopped for now

  • @huntressmain03 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623846#Comment_2623846

    This really did confuse me that a massive like at least 6"7 killer crushing a seemingly brittle bone structure wouldn't be able to break the damn thing

    because you have to wave your hands around it to destroy it.

    stomping doesn't destroy things, everyone knows that...

  • @Feyd said:

    On killer side, i couldn't care less about circle of healing. Shadow step is the good one. Either way, Evey cast is 16 seconds they aren't on a gen.

    On killer side, CoH is broken, Shadow step is just annoying.

    Shadow step gets broken with map offering and SWF.

  • @SleepyWillo said:

    It's like that for low MMR.

    Once you've played a bit and get more comfortable you'll get out of the introductory match making and things will go smoother for you.

    Also, if you're new to these forums it's good to bear in mind that it's very killer sided here so take things with a grain (or stack) of salt...

    Doesn't matter how many killer mains we have, noone can win against Sluzzy...

    Tony was good match, but he stopped probably...

  • Probably not this patch, but maybe mid-patch?

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613029#Comment_2613029

    Killers will happily start the trial with hex perks unlit, if they could choose the spot and lit the totem several times.

    No killer would complain about this "nerf".

    Oh, imagine having ruin inside your 3-gen every time.

  • @Tremors said:

    Same as title, I was just curious. From both perspectives I see Killers constantly giving people hatch or letting multiple Survivors heal+escape if the Killer feels like they played a bit unintentionally mean, the other Survivors screwed that particular team member over or the Survivors played so badly the Killer felt bad about getting a 4K. I do this very often myself, but I have yet to ever see the reverse situation.

    Why is that? There's very clearly a lot of lovely people playing this game, so it's weird that this only really shines through when the Killer instigates it and that the absolute best you get from Survivors is them standing directly next to the exit so they can leave instantly when hit.

    I hate survivors that stay there, so I have to walk there and just leave before I can get a hit...

    I got free hooks, but that was because I let them recover several time etc., never when they actually managed to win on their own.

  • No, if you increase the disarm distance, then you could just always walk in grass and spam m1 to find traps easily.

  • @thebrentster911 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623668#Comment_2623668

    Yeah, they probably need to revisit this perk. The idea is great, it just seems to have a weird interaction with the killer's goal. The gen regression and healing slow works until the survivor is injured again. As a killer, don't you want more injured survivors for more pressure? Just seems kinda counterintuitive.

    Thing is they can just stay injured and just work on gens, or heal and take a protective hits to remove that effect, which killers really don't want neither of those to happen...

    If it would work on each hook, then I would probably try it on Oni. That's only killer where it might be valid, because sloppy doesn't work with his power and he wants survivors to be injured. But I hate RNG things, so I just don't wanna to use it when you can have games where you don't get any value from it...

  • @Hannacia said:

    I think the boons and the dead hard....fix.... have a lot to do why many killers have stopped, but like some have already said its also which time you play. Killer queus at daytime are horrible though ive noticed they have gotten shorter and evenings they are fast.

    I've noticed more that i rarely see some killers (legion, ghostface, pig, michael) you know the your typical m1 killers and i see more speedy and ranged killers or bubbas :D Its really boring but i get it..they are too slow to patrol huge maps and kill people..well maybe legion can patrol but legion is still not as good as lets say plague right now.

    I usually play ghostyboy too but ive given up since he's too slow and im having real issues giving any map pressure anymore.

    SBMM, boons, validation, killer nerfs are probably main issues for most.

    My reason to stop was wraith and deatshlinger nerfs + dealing with validation and CoH.

  • @thebrentster911 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623651#Comment_2623651

    I agree, I think it should be for all hooks, especially with its effects and making the perk more worthwhile than others. With how it is now, you pretty much have to use Agitation and/or Mad Grip to make it effective. Might as well use Sloppy Butcher and Thanatophobia, which is comparatively more useful and easier to do if you're going to use two perk slots.

    Yeah, that's a good point. Sloppy and Thanatophobia work probably work better on avarage, because you just need to injure them for it to work...

    Let's be honest getting two injure survivors is not hard, so at that point Thanatophobia gives you 10% reduction to each survivor, not just 1 compare to Gift of pain. So it probably works better on avarage as slow-down compare to Gift of Pain.

    Also isn't Gift of Pain useless when survivors just stay injured?

    I don't think it would be good perk for most killers even if it would work on any hook...

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623653#Comment_2623653

    Right, but that brushes up against the same problems the "snuffing a totem should break it" argument has- it is better for everyone if the survivors can choose to try and make a specific spot work many times over, and it's worse for the killer if they scurry off to find a new spot that's potentially away from the action.

    So, hard cap that stops it from getting out of hand and keeps it a potentially reasonable timesink for the survivors.

    Problem is that's just not how it works now, they are dumb if they use same totem spawn over and over again, if it is on easy spawn for killer to snuff it, so that change to permanently add time doesn't change it in any way.

    I would not make that totem specific, it would take longer to bless any totem.

    You don't need much just 4 seconds for each time it get snuffed and I would probably disable option to bless different totem, if first one is still active... Alternative would be not make it based on killer snuffing totem, but you blessing, so you can bless different totem any time, but it would take longer anyway.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623636#Comment_2623636

    That's also a solid idea, you'd just have to be very careful about what the numbers are and probably give it a hard cap. You don't want people to end up with multiple minutes of bless time, at least not too quickly.

    Well, then it's just choice, either find really good spot to use it so it's worth, or don't use it. It just punishes survivors that use boon on bad spawns like next to gen, inside shack etc.

    When you are against 3-gen it would definetly be worth to wait and use it.

  • Hmm, would it be that broken just to make it work on every hook?

    I tried it for few games and it's just hard to see effect and you often get ######### by RNG now, so it's hard to tell.

  • @bluecapedhero said:

    Hey I'm new to the game. (About 6 hours of gameplay and only level 7) I'm really liking it so far but I've noticed that the queue times for survivors is very long. Upwards to 10+ minutes. But queueing up as killer is very short. With the longest queue I've had being only 3 minutes give or take. Do players not like playing as killer? I'm not very good at killer so more often than not, I end up getting juked and not getting a single sacrifice. But when I play as survivor, I've seen killers wipe out the whole team with ease. I think killer is a lot of fun, but why don't people play killers often?

    It just gets worse more you play.

    Lately killers either stopped playing, or started to play survivors more.

    Easier, more fun, less stressful.

  • How about permanently add time to bless for each time your boon get snuffed?

    Cool-down that isn't really cool-down and short does nothing. Even if you would bring long cool-down where you can't use boon totem at all, we would just counter it with 2 players usig CoH and just take turns.

  • Oh ######### no,

    I hate power struggle so much whenever I play Oni, or Twins.

    Like what the hell should I do with them? Well, I usually just leave them on ground...

  • I wouldn't go with reapply hex.

    But we definetly need more spawns and mainly more hidden.

    If there is more spawns, I think it would be fair if killer could destroy them, if he has time for it.

  • @Incarnate said:

    https://forum.deadbydaylight.com/en/discussion/comment/2613275#Comment_2613275

    You're missing some extremely important points, and if we are to compare these aspects, then at the very least compare their equivalent aspects. Also, it's not every hex totem that actually starts in play, in fact there are some perks that actually requires a good bit of effort to set up like Devour Hope, and it can be hard countered just through cleansing it, a lot of potential work that is just wasted, and let me just remind you that just to have it in the match actually required a valuable perk slot.

    You're saying hex totems are inherently more powerful because they're map-wide and requires no action from the killer to setup. I disagree quite a bit with your statement, because it may be that hex totems are map-wide (which isn't entirely true either) and it doesn't require the killer to activate them in the same way the a survivor needs to bless a totem. But even though it's map-wide, it only really affects one aspect, where as a boon totem actually affects more aspects inherently. Take for instance the healing totem, not only does it provide free self-care but also potentially several other perks combined, inherently these affect game play differently, but if we just look at healing portion, it basically gives the equivalent the perk self-care (at increased speed) or the equivalent of a very fast medkit with UNLIMITED uses - which inherently makes resource management for healing items almost completely redundant, and resource management is actually an important aspect, because this also means that the survivors don't need to worry that much about finding or bringing healing items into the match. Inherently this means that the killer actually needs to ensure downing that survivor because switching to a different task just means the survivor will go heal up, which gives the the rest of the survivor team a lot time free from the killer to work on gens or do other things - that in itself immensely powerful. The fact that killer actually has keep on disabling the boon totems, distracts the killer from doing it's actually object, just like kicking gens does the same thing - it uses the killers time and distract the killer from the main objective. That is also very powerful in of itself. There is a good reason why the killer shouldn't have to activate it's hex totems, mainly because a killer already has time against it and would distract it from the main objective of the game if it had to spend a lot of time setting up and reactivating these hex totems.

    When a killer brings in a hex totem - Benefits & Drawbacks:

    Benefits:

    • Action: Automatic
    • Activation: Conditional.
    • Area of effect: Map-wide

    Drawbacks:

    • High risk, High reward.
    • Single non-stacking effect.
    • When it's gone, it's not coming back.
    • Can be located with Small Game.

    When bring survivor's boon totem:

    Benefits:

    • Action: Manual (moderately time consuming - affects only one survivor)
    • Activation: Manual setup.
    • Area of effect: Local
    • Effects: Various stacking bonuses and effects to everyone within it's AOE.
    • Uses: Unlimited
    • Cannot be hard countered, only soft countered = "Snuffed Out".
    • Can block hex totems regardless of the hex totem's activation conditions.

    Comparing the two, I see boon totems has a majority of benefits, and where exactly are the boon totems real drawbacks to balance out all those benefits and inherent benefits? I only see:

    • Manual setup
    • Local area of effect

    So why is it by your logic that it's even remotely fair and reasonable that survivors can destroy dull and hexed totems, even bless a hexed totem, when a killer cannot destroy any of the boon totems?

    There is kinda an issue that it's not personal perk, but everyone gets it and doesn't matter where you are. So survivors have basically 23 perk total whenever boon is active. Well, depends on how many players with boon you have, from our testing 2 CoH had best results, it was just impossible for a killer to get rid of both, so we were always able to recover.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2623423#Comment_2623423

    70% is 2.8 kills on average, so I 2k much more often than I 4k. That's just from my recent ~50 games, overall I'm probably more around ~65% killrate; I 2k most of the time with a tendency to 3k, but I regularly give the last survivor hatch, so that pushes my killrate down too. I have 5k hours total, around 2k of which I'd say I spent on killer. My point was just that I don't usually really try hard to "win" (kill 3+ survivors), and still have fun playing killer despite usually not "winning". The type of players I talked about are the extreme end that almost always win, and do so decisively, and I used them to showcase that it is provably possible to become good enough to do so, but of course that is not required to have a successful and enjoyable time playing killer, even a 60% killrate for example is already good and should usually make for a good experience. Also keep in mind that in a balanced outcome, all generators are supposed to get finished, and regularly at least 3 survivors should also still be alive at that point since securing at least 1 kill in the endgame is all but guaranteed. So don't feel like you got demolished just because gens got finished and people escaped, that's not actually as big a loss as it might feel like.

    The base game balance does lean toward favouring survivors to escape, but it's really not nearly as far off as people like to make it out to be - if you have a group of solo survivor players against a killer player all five of which are equally experienced and skilled at the game, a 2k outcome is actually completely reasonable and within expectation. Of course there are balance-relevant aspects such as killer character, map, perks, items, add-ons, offerings, some of which are still problematic, but that goes for both sides. SWF with voice comms is definitely a blatant balance issue though, I would like for SWF to see perk and item limitations.

    Live balance however is actually favouring killers and always has, as both official stats and stats like those that I provided have gone to show time and time again. That global and per-rank kill rates have always been around 60-70% is not a coincidence, not least because 4ks are much more common than 0ks (securing at least 1 kill is almost certain, whereas 2 and 3 kills often snowball into 4). I would definitely like to see rates for the different MMR brackets, but I would not at all be surprised to see them still well above 50% even at the highest bracket.

    500 hours over 4 years is really not a lot at all, maybe you should change your outlook on the game and don't expect to win most of your games decisively (i. e. end games before gens are done). If you change your expectation to killing on average between 2-3 survivors, 1-2 of which in the endgame, I think you'll be less bummed out about your results.

    "That global and per-rank kill rates have always been around 60-70% is not a coincidence"

    Yeah, that's not true.

    Last Kill rate stats were between 42,98% - 59,86%.

    And that is avarage... high MMR will be way lower.

    Also don't forget that number is boosted, because it's not based on 0-4 kills. It's usually more like 1-4, because it's not hard to secure 1 killer even when you are bad killer.

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