Gandor
Gandor
About
- Username
- Gandor
- Joined
- Visits
- 5,003
- Last Active
Comments
-
@MadDragon said:
I completely understand that it could be seen as a bit unfun for some people, but realistically, what do you want done here? To prevent something like this you'd have to punish the killer for slugging when a game is considered "over" and there's just you two left. That's just unfun design and gameplay as a whole.
If the killer is doing something like this just do objectives to force his hand or end the game quicker.
I do like the kinda RP you can do with killers since they're so unique in their own ways, but not everyone's playstyles are going to match. You'll have a slugging Nurse at 5 gens and a Demo that never slugs or even hits gens. If the game was this quick and he wanted his 4k, I don't see it as unsportsmanlike like. Annoying? Sure. But nothing warranting a report.
Also this is kinda off topic but I'm confused by what you mean by body blocking for a hooksave against Bubba. He's probably the only killer you DON'T want to do that against lol. He can down your entire team with one chain use of his power, including the person off hook with endurance.
Bodyblocking against any killer does work, if he's carrying someone to the hook. And it does happen (even in soloQ) if you are trying to desperately save someone on death hook (but sure enough it's questionable results-wise and huge gamble for game being just over).
As for what to do - someone just reminded me in another post of old hatch mechanic. Partially return of this mechanic for last 2 survivors would actually resolve the issue. The thing being - if there are just last 2 survivors, the game is for all intents and purpose over if there's more then 1 gen left. The only exception is if you have little bobby with 5hrs experience trying to catch literally Ayrun while the other survivor does gens (so never). And the idea for return the hatch - if there are just last 2 survivors left, then make the game actually still interesting. Give out long-enough timer for killer to actually try to chase. Say 1 minute (or maybe 2?) + killer would get killer instinct for 1 second every like 10s so that it's not just boring hiding in the whole map. If killer can't catch survivor in that time, then hatch spawns and is open. If killer then shuts it down (and all the generators did not get completed in that time), both survivors get immediately killed. If one of the survivors escapes (and not all generators are already completed), the other one gets sacrificed immediately.
This is not even unfair provided you don't take survivors as a team (which it isn't truly a thing in soloQ) - it's just last 2 survivors got unlucky in matchmaking with their other 2 teammates who can't chase at all. So mechanic like this would still heavily favor killer, but it would actually keep the game spicy and give a chance to last 2 survivors for something to try out instead of waiting for inevitable death fiddling their thumbs and waiting (also this scenario happens quite often whenever killer outright stomps survivors without slugging them).
-
@ShanoaLegendaryPlz said:
The hatch used to spawn closed back in the day at the start of the trial. Someone brings a key, everyone gets out without touching a generator. People would have no need to do generators anymore, jist 4 people bringing hatch offerings at shack and a key. No game to play.
That wasn't the case. You might have spotty memory. The hatch spawned at the start of the match, but it didn't show so long, as number of alive survivors were smaller or equal to number of completed generators (plus if you had last survivor, hatch always spawned/opened). Meaning if all survivors were alive, you needed to complete all 5 generators. If 1 died, you needed 4 gens, etc… Meaning you absolutely had to do generators (in old days of DBD, this could have been done super quickly with original BNPs where they actually completed generator right on the spot) to spawn the hatch.
But sure, it was waaay easier, because if someone brought key and the game wasn't going great for survivors, then they didn't need to complete the gens on shrinking depleted map, but instead they just escaped.
So sure it was very broken. But it was nowhere near as broken as you made it to be.
To the topic: I don't find that very healthy. All that it would do is, that killers will be kind of forced to slug for 4k, because sacrificing 3rd one without having 4th on the ground would basically almost guarantee escape (so the only killers that would not slug would be those, that want to let 4th escape).
-
@ShanoaLegendaryPlz said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3958566#Comment_3958566
They were trying to just leave. The other 2 survivors managed to pin the other player to the corner right after the gate opened and hold them there. And ive removed the part about the killer as you are right it would be exploitable as a way to juke through the killer once found. Its more about survivors trying to kill eachother.
How did he get to that corner if he was trying to leave? Did they teleport him to that corner to bm him?
-
There's easier solution. Just leave. If the survivor wasn't going to stay there (to T-bag or w/e else he was thinking), then the other 2 would not be able to block him in the corner.
If we are talking about killer bodyblocking exit gate at the very last seconds to claim win via EGC, then I consider that fair. Killer has already disadvantage in this state most of the time (via say heal tech). IMO this is 100% valid strategy from killer
-
that'sok. It's probably healthier that virtually noone plays it. It's basically free win for killer. Much worse then current headonfield. So it's better that it's not played that much
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943107#Comment_3943107
That’s not anywhere near as powerful.
Legion’s addon requires them to be in Feral Frenzy, and after breaking a pallet, they need to cancel their power (which stuns them in place), and then chase the survivor as an M1 killer.
Meanwhile, Blight didn’t need to be in a special mode, and he would recharge to full tokens during the pallet break animation… which meant he was able to immediately start his high mobility M2 power.
it means u don't know the full addon combo. Believe me. It's same power. Especially if u take certain perks w it
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943089#Comment_3943089
Blight probably isn’t a good example either. He had full object sliding back then, which meant he could slide across a wall, make a 90 degree angle turn, and continue sliding across the next wall. The older maps were also mostly smooth vertical walls, at convenient 90 degree angles, that were easily to slide across. And this is before BHVR started adding anti-blight clutter to loops.
Also, he had a fast pallet breaking addon back then, that I would combine with The Game map offering, and I think my win rate was pretty much 100% when the map offering was accepted. It turns out that when almost every resource on a map is a pallet, and the killer can super quickly break pallets, that the survivors didn’t really have much counterplay at all.
Yes. Sure. Iri addons are sometimes like that. But if you want that experience, Legion is even better then blight with certain addons on Gideon. And it's still in the game…
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943003#Comment_3943003
Resources didn’t mean as much, when Nurse had range and recharge addons, and the outdoor maps had so few line of sight blockers, that trying to counterplay Nurse was awful.
Resources also didn’t mean as much, when Spirit had zero directional audio, and everything really was a guessing game for the survivors.
The biggest difference with older DBD, is that the grade based matchmaking was so bad, that even though survivors had a lower escape rate, they had a higher percentage of games where they clearly won without struggling at all.
The other big difference was that before the hatch rework, if a survivor brought a key, or found a key in a chest, they didn’t need to worry about 3-gen or getting slugged for the 4k, because keys often bypassed both those mechanics.
I played at that time a lot. I remember. Sure. Nurse/Blight/Spirit were strong. But if you were really good, you could e.g. lightburn nurse. If you predicted right, u do it during chase and force her to fatigue! That was cool. Yet for some reason it needed to go (WHY?!?!? It was exactly high elo counter - a place where she always dominated and still does)
For all the other killers, resources. Even blight looses some time on pallet break. Those times were goated.
But you were right about spirit. Still… It wasn't that bad. She was 1 killer and she wasn't instawin too. Even though you are right that she was boring for survivors (you had 0 input for doing guesses)
-
@Coffeecrashing said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942986#Comment_3942986
You just asked for a game version, where the red rank kill rate was around 70%.
I was playing around that time. And the game was way more manageable. There were many more resources and things to work with. Sure enough, some things were missing (camping bubba was almost guarantee no matter how bad he was, BT was required on every single survivor, etc), but the game overall was MUCH BETTER.
I enjoyed that version of DBD very much. I am sour towards today's DBD
-
Yes. Going back to versions, where philosophy wasn't in accordance to killer can 3K 50% of games while survivors should be able to escape 40% or less. A balanced version like it used to be.
Sabotages being possible again (not this stuff where killer downs between 3 hooks, goes for one, gets it saboed, hits a different survivor and is still able to carry him to yet another hook). A reason to reinstall the game.
But I'd rather 2019-2020 version instead of OG.
-
If you speed up both vaulting and pallet breaking… What should survivors actually do in chase? This sounds about as absurd as making survivors run faster then killer base…
-
That change would make it about as good as smash hit = dead perk. Most exhaustion perks are way better then 25% faster vault. Like the difference between lithe and finesse would be insurmountable.
-
7 years and such a huge memory loss. 7 years ago, the game was balanced towards survivors. Meaning kill rates were (no more then 5%) below 50%. Now? Every map nerfed. Every survivor perk nerfed. Every killer buffed. For "desired" 60% kill rate.
So changes in last 7 years were hand holding survivors so that killers gain 15% kill rate on average… Well. If that's the case, I wonder what hand holding killer would look like.
Talk about being priviledged.
-
IMO it would be problematic, because of "unintended" use. To clarify - it would be perfectly fine in chase and IMO not even too strong. It's survivor's fault if he does not notice killer is standing in a spot for more then 2s without ever moving. If the perk was used this way, I think it would be perfectly fair (maybe even being a little on a weak side).
However I am pretty sure the perk would be used for camping/tunneling way more then for additional possibility to do in chase. Imagine killer ignoring AFC, because he knows that survivor that unhooks himself is going down very quickly even thru endurance (because double tap before survivor gets to any loop is now serious possibility / hitting him anyway even if he gets to loop).
So IMO the perk would be too weak for intended purpose while too strong for camping and tunneling
-
This is actually quite funny :) I stopped playing the game since before chucky came out for exactly the opposite reason.
As for the balancing - so long that the game is balanced for 60% kill rate (or rather anything above 50% as a target), the game feels inherently unfair to me. And as the game effectively removed the biggest fun factor that I enjoyed (sabotaging hooks by adding bazillion new ones - when flashlight save was already way easier), the game lost any appeal for me.
I am providing this response just as a frame of reference. The game is still more killer sided even if they help survivors some. Because in the end, the changes that they do are always balanced out so, that killers come on top (for me kill rate equals win rate as I come from perspective of killer playing 4 games at a same time).
Right now I play mostly League and I enjoy the game actually being fair (some hero getting 56% win rate are grounds for immediate hotfix patch. 60% wins would mean at minimum immediate disabling the hero as it would be considered game breaking. In DBD, it's target - so much for hand holding survivors).
-
I quit just before chucky was released so it's quite some time. Also I was survivor main, but I played 20-30% killer as well. For killer my main reason was, that my killers were bugged and as survivor was too much unfair in my eyes (I still can't accept 60% kill rate), I just dropped the game altogether. (And survivor is relevant, because if it was still fun, I would eventually pick another killer in that time non-bugged killer same way I did before with doctor, wraith, spirit, nurse, oni, etc).
Specific bugs - Cenobite camera was dizzying. (My chasing) Bubba could loose his power altogether for rest of the match.
-
If you don't address the reasons behind the epidemic, you will trade self-kills for standing under hook (in better case) or actively sabotaging survivors (in worst case - e.g. by throwing all the pallets and body blocking other survivors).
Sure, go next prevention would get rid of some offenders (via DC penalty/less games, they deciding to continue play normally, or by them abandoning DBD altogether), but I really wonder if the end result would actually be more desirable over current state.
-
@Prometheus1092 said:
I'm all for the anti go next, can't wait for it to be honest. But I do wonder what people will do. Will they just sit in the corner all match doing nothing because they know they can't go next? (Anti hiding might prevent that tho). Will they actually try to play the match? Will they take the DC penalty? I mean even when I tombstone first survivor like 2min into the match, I've had crazy amount of people just DC mid mori. Why? They rather take the penalty than sit through a few seconds of a mori, so wouldn't they do the same with matches they don't want to play?
I think maybe if the 4% was removed killers wouldn't slug the 3rd survivor to prevent hatch... I know if I'm playing killer and I want the 4k I'm not going to chance them killing themselves faster than I can find the last player.
Interestingly as survivor I have had so many complaints from my team because I was 3rd survivor on hook, first hook state and the last survivor complains I didn't kill myself to give them hatch. Hell no, I'm hooked I want saving. Don't save me? Your choice... Hope you can stay alive on your own longer than it takes my hook timer to run out. It's almost expected that 3rd survivor just ends their match by killing themselves to give last the hatch.
It will be interesting to see the anti go next tho, how it will be implemented, what the conditions will be, the consequences, what impact it will have if any on the wider gameplay.
We know what people will do. You can see it yourself when those 4% guys actually manage to hit 4%. Sometimes they actually play out the match right. Most of the times they do 1 of 2 things - a, Stand under the hook b, chase the killer and point to hook.
Removing 4% will mostly only change the complaints. It will lessen the epidemic by a little (those people that play it out after), but it would shrink survivor pool a little too and for the majority rest cases, it will just change these forum topic to - add disconnect penalties to survivors that stay in a single spot / throw down all the pallets in game / jump windows repeatedly / chase killer…
The thing that we actually need is to address reason instead of symptoms.
-
@A_T_E said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3922026#Comment_3922026
If Visionary could be considered as the map guarantee perk, perhaps Left Behind could be the key guarantee perk.
Same effect as before, but with added "rummage to find key".
Because who uses Left Behind these days anyways, might as well buff that a little, too.It would be a nice buff if it would NOT guarantee dull key. That way it's actually quite a meaningful buff. And considering how slugging for 4K is common these days, I think it would be still acceptable and not OP
-
@SoGo said:
I saw a post discussing a Visionary (Felix perk) buff, that would among other things include a guaranteed Map when going through a chest.
I wonder if that could be considered buff or nerf actually. Given OP's request, I'd especially consider it nerf for keys (provided dull key stays the same useless thing it is right now), but even (green) map is still considered really bad item.
I do acknowledge, that there are people that like to collect stuff and having perk for it might make sense from enjoyment's point of view. But guaranteeing 2nd worst item from chest (when looting chest is already helping killer 90% of time - a rare exception when you absolutely need to solo heal with medkit (or find strong key) say in EGC when killer is guarding both gates close to each other and hatch is already closed) as a buff is… Still not a buff objectively.
-
@buggybug said:
Like I said about a million times non stop nerfs to survivors is making none wanna touch the role, now that I got to p 100 on my trevor I been deciding this entire week if to even bother continue playing or take a break or heck even stop playing sbd entirely.
Healing= nerfed and bad
Chases builds = nerfed
Flashlights/bangs=nerfed
Speed boost when hit from killer nerfed= and tbh it seem worst like the speed bost went from 1.8 to just 1 seconds and am shocked no one talk about this
Wiggle build = nerf removed with great wiggle skills meaningless since specially pc killers do not struggle with 50+ hooks added
Stealth build= nerf
Maps= 90% of them full of garbage loops, unsafe pallets the size of a peanut.
Killers = every killer getting buff as if the goal is to make them A or S it seem like Hound master being over buffed and am sure zi do not need to listen all the killers who has gotten buffs.
Lightburn =removed which was a decent counter to artist and wraith.
Swfs=like my 30+ friends who quit dbd leaving and thus your stuck with solo q potatoes who 90% bad cause most veteran players has seem to quit the game like swfs.
Perks= Alot of perks that are niche too worthless or just copy and paste of each other example calm spirit vs harden
Killers= seem to be a new thing of copy and paste with a few tweaks. Like honestly Myers vs ghosty there is barely much diffence to them. Dracula is literally spirit+demo+triangle head.
Alas maybe its just me but I am not facing as many ghouls now as before so I doubt its really just a ghoul thing that's causing this but more of all what I said above. Sorry for the on going rant op.
this is exactly the reason I played precisely 2 games since before chucky came out and uninstalled again
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912585#Comment_3912585
I think the biggest problem with this is the lack of incentive to hook. Like for my Knight winstreak that I'm using slugging, what reason do I have not to slug? Other than lessening my chance of winning in favor of survivors having more fun? I see way more benefit to not hooking. It isn't trying to be toxic, mean, or whatever. I just look at whatever that killers strongest play style is and that's what I'll use.
I'm basically just emphasizing that I would rather play in a way people find more fun but I want the game balanced in a way that the most fun way for survivors is also the most efficient way to win (hooking). To me if people play in the most efficient way and it's a way that survivors don't find fun, they shouldn't be mad at the killer, they should be mad at the people who balanced the game to be like that. It's not a killers responsibility for the survivors fun.
overall I agree with you. This problem is for devs to fix. It absolutely shouldn't be killer's responsibility.
and you just struck on (abstract) solutions. Either make slugging less worth it, or make it more fun (actual balance can be compensated in another way)
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911937#Comment_3911937
So then how about we shorten the bleed out timer to be the same as hook stages? Now there wouldn't be any less time doing something fun. You can add the base kit Endurance from unhooking to pick up.
That could work. But it could also backfire. You know that that would be quite a buff to slugging, which means that compensation nerfs would probably need to be done. Otherwise slugging could become meta tactics which could create another (a little different) problem with same result - people hating slugging. And I don't really know if giving basekit BT as compensation would be enough.
But it's true, that this would address big chunk of the problem in my eyes
-
@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3911658#Comment_3911658
Very much appreciate the well thought out response, many people on here can tend to get condescending or overly emotional when I just want a normal and rational conversation @Gandor
I see your point on how I view the game vs others. I think that as you said, part of my acceptance of it is in fact of seeing it as fair, I agree. Although when we frame is as "seeing it as fair" I think it implies a note of agreeing it's an acceptable negative reality of the game (from the competitive view point as you mentioned). More than just being fair though, I actually don't think there's anything negative/boring/toxic about it either, like at all. Even if we were viewing it from a casual stand point. That's essentially what I'm looking for here, an example to illustrate why I may be wrong in this if there's some point I haven't thought of yet.
" a, you get hooked. Other survivors feel pressure to unhook you. In soloQ quite a number of people are greedy for unhook bloodpoints/tome challenges for unhook/usage of their unhook perk. In the end, you don't stay on hook that long on average AND if you feel your team is not doing things to your satisfaction, you can go next (you don't even need to use the option ever. The fact that you have the option gives you mental piece, because that's human)."
So it would seem that actually the real issue is a blood point incentive that's similar to unhooking should be added to picking up slugs. I'd also argue that if slugging is hated because their teammates leave them on the hook then that's something to be agree at teammates, not the killer. Like when the killer slugs me and I get left there a long time, I'm upset with my teammates, not the killer.
"b, you get slugged. You can be slugged for 4 minutes before you die = 2x as long without any real agency/being able to do anything productive. In conclusion to this one, your teammates do not feel rushed to pick you up, so it's very likely you will use up quite a big part of your slug meter. If killer singles you out for any reason (and wants you dead no matter what), the only option for you to not bleed out is having 1 of very few and quite unpopular perks, being slugged when gates were really close to be opened (so you can slug out in time/force killer to hook/carry you further) or killer not singling you out fully AND your team being 100% dedicated in getting you out no matter what."
So the best argument against my point is the time on ground being twice as long. I can agree with that. However my counter argument to this is that just like when killers talk about how the game isn't balanced for 12 hooks, it's unrealistic. Even the vast majority of the game games you win are not with 12 hooks. Meaning they're exaggerating to the extreme. In this same since, when slugged whether you win or lose as survivor you are very rarely being there for the full 4 minutes. You either get up and win or the killer gets you all 4 down and starts hooking long before 4minutes. Again were assuming no toxicity for this example. IE the discrepancy between hook and ground time is much closer in reality even though the "potential" is higher, just like "12 hooks". Again though I do agree, this is the strongest and probably only "real" counterargument I've heard that I can somewhat agree with. I would argue still however that urgency in picking you up being slow is not the killers fault, but teammates. I'm in favor of adding more bloodpoints to pick ups for them.
"Most (that's still not all) of the people that keep playing the game as survivor don't care that much about winning any more. The most fun part is being able to do stuff/chase. By not being able to participate in game it feels boring (no matter if they are winning thanks to it - it can be tactical to keep someone on the ground for a bit longer). The player in that case is still winning by not really participating in the game. That's called boring by a lot of people. Especially if it gets common (which is totally very much exacerbated by BM slugging and slugging for 4k)."
I definitely think there's an mmr skew on that mind set lol, but I get your point. I generally don't agree that they're getting to participate less in the game when there's slugging at play. In a hypothetical extreme where yes they are on the ground 4 minutes vs 2 minutes on hook then yeah, I agree, more boring. I just think that's not as practical to what actually happens in reality as well as more of that boring being because of teammates.
I'm currently doing a win streak with Knight (35 in the streak so far) using an only slug strategy as I feel forced to get creative with him in strategies as he is way too weak played normal to be competitive. His time to down is way too slow and I had to think of a way to make up for his lack of time efficiency and cutting out wasted pick up, carry, and hook time was one of those. I also don't kick any gens. So it's also not like I'm doing this with a slug monster such as Nurse, Blight, Spirit or anything. It's literally a basic m1 killer that's generally put in C tier at best, if not usually D or F tier by most people.
It doesn't really matter if it's survivors fault or killer's. The end result is, that slugging creates longer "timeout" time. Now considering waiting for match, waiting in lobby and then being slugged (the overall time on average should be more then double - because there's different urgency) makes it so, that players just blame slugging altogether.
It doesn't matter if it's killer's fault (to large degree), survivor's fault, your own fault or devs fault. The end result that player sees is, that thanks to slugging he has to wait more to do actually fun stuff. And some people get so pissed at it at one point, that they (incorrectly, mind you) call it toxic playstyle.
That point comes to the fact, that they play less instead of being about risk/reward ratio and tactical slugging being inherently dangerous/skillful. They just see that thanks to that killer's action, they can't play the game (at least 2x as long as if they were hooked).
-
@Blueberry I think the main reason why you can't understand the reason why people complain about it, is because you play the game competitively (I am talking about mindset instead of being in team). That means that you can easily excuse something when you see, that it's fair and tactical for the game. But very large part of the player base is not like that (hence why 60% kill rate is accepted and more competitive survivor players that did not accept it had moved on to different games or are part of 4man squads).
But when you take most other player base, you get 2 possible outcomes.
a, you get hooked. Other survivors feel pressure to unhook you. In soloQ quite a number of people are greedy for unhook bloodpoints/tome challenges for unhook/usage of their unhook perk. In the end, you don't stay on hook that long on average AND if you feel your team is not doing things to your satisfaction, you can go next (you don't even need to use the option ever. The fact that you have the option gives you mental piece, because that's human).
b, you get slugged. You can be slugged for 4 minutes before you die = 2x as long without any real agency/being able to do anything productive. In conclusion to this one, your teammates do not feel rushed to pick you up, so it's very likely you will use up quite a big part of your slug meter. If killer singles you out for any reason (and wants you dead no matter what), the only option for you to not bleed out is having 1 of very few and quite unpopular perks, being slugged when gates were really close to be opened (so you can slug out in time/force killer to hook/carry you further) or killer not singling you out fully AND your team being 100% dedicated in getting you out no matter what.
Most (that's still not all) of the people that keep playing the game as survivor don't care that much about winning any more. The most fun part is being able to do stuff/chase. By not being able to participate in game it feels boring (no matter if they are winning thanks to it - it can be tactical to keep someone on the ground for a bit longer). The player in that case is still winning by not really participating in the game. That's called boring by a lot of people. Especially if it gets common (which is totally very much exacerbated by BM slugging and slugging for 4k).
Hope this helps
-
@Lixadonna said:
Get some thicker skin and hit them out. Who cares if they bag.
"Who cares?" Right now you see at minimum 2 people that care enough to go to this forum and post about it. It IS annoying and BM. There's literally 0 reason to NOT implement it from game health's perspective.
Giving extra option to BM the other side should be always removed if it does not clash with general gameplay. There's a good reason why limiting speed of crouching is bad idea (especially against ranged killers). By implementing that stuff, you loose actual gameplay. But giving option for killer to surrender when he's clearly and unmistakably lost? Why would you be against that? The only possible reason is if you do want to BM killer. And in that case… Good that you loose the option.
-
@Green_Sliche said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3910042#Comment_3910042
Same could be said about survivors.
Those who know what they do can turn a chain of pallets and vaults into a huge time sinker for many killers.
This goes both ways, but one factor remains and that killer is alone and has to ''plan'' everything out where survivors are 4 and have to repair gens and make killer waste as much time as possible.
Actually that can be said about almost every OTHER map. Gideon provides very little skill to play. You run from pallet to pallet, throw it and go on. Killer has to break big portion of them because they are almost god pallets. There are "no" mindgameable loops, there are "no" windows (yeah, freezer and 1 LT are usable, even big drop works and then there are a few unusable). There's nothing really to work with in regards to skill.
That map belongs to category of one of the least skillful maps in the game IMO. But that's fine. The only thing is… Nerfing that small of a map with no reusable resources means, that the map is basically new Haddonfield
-
If the killer knows what he's doing, Gideon is killer sided. If killer plays Nurse, Bubba, Legion w certain addons even huntress the game is free win (and there are many killers that like the map).
If the killer is M1 and he knows to create deadzone and guard his 3-4 gens (that are guaranteed to be very close together - size again), the map is killer sided.
If those things are not true, then yeah - map is survivor sided
-
IMO gap shots were the only reason why slinger warranted his existence next to Huntress (and why on top-level plays these 2 killers were somehow equal in power). If they are really actively removing it… Why even keep slinger in the game? Big L
-
@Soma_RTA said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3901291#Comment_3901291
Freddy, across all 3 versions, has been the biggest noob stomper ever. There's a reason he was in top 5 kill rate even post nerf for the original rework.
yes. And it's not very healthy. I mean… He is weak and he should get buffs. But I'd go about it via nerfing his first "guaranteed" hit and adding brand new mechanics, that help him with injured hits.
That way he will be a bit worse against brand new players, but way better against skilled players that can manage M1-only killer (which current Legion is after 1st hit).
To clarify again. I don't think Legion is fine. He should get some help. But I think he shouldn't be "generally" buffed, because he would be impossible to deal with in low elo while still quite unplayable in higher elo.
-
Be wary of duration/speed increase. This perk with conjunction to lucky break (or at least dance with me) could become problematic (making it an instant vanish/chase end combo).
Some buff would be welcome as the perk is quite bad (with possible risk of encountering strong counter killers like plague or weaker counter killers like blight). It might even make sense to revert back endurance hits.
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899880#Comment_3899880
Games should be fun first of all. The MMR as we currently happens allows for too many mismatches between newbies and experience players, and needs to be addressed.
You bet your bottom dollar I'm going to leave a lobby if my Pinhead gets a team of clearly new, itemless, baseskin Megs because that's not fair to them. It's not my fault the matchmaking failed to do it's job, and it keeps doing that a lot lately. Similarly, if I'm coming in to do a Legion Daily that requires the game to go for a decent length of time and I see an OBVIOUS gen speed Squad with a bunch of toolboxes, I absolutely should be able to leave that lobby and find people who clearly are not just trying to win super hard while I am casually doing challenges. I don't want to be sweat all over by SWF team Six or a Blight on his 1765th win in a streak, I'm a casual player and that isn't FUN. Bouncing between babies and sweat city might be fun for you. But not me, friend. Not at all. I want a more balanced experience.
FUN for everyone is by all means more important than an arbitrary number that predecides how difficult the round is for you, and doesn't even work half the time. I wouldn't be saying this if matchmaking as we have it now was working. But it doesn't work as intended, and it's obvious.The point is, that the main suspected culprit for why MM sux is dodging.
So locking lobbies should actually make games better (MM should not match you against 4 skinless itemless Megs or 4 matching skin Aces with 4 toolboxes). And it should do the job better then you, because the system has more information then you and should be better equipped to guess if those 4 survivors are brand new or if they are comp team.
If locking lobbies does not (very significantly) improve matchmaking, then sure enough it would be totally pointless change.
-
Boy legion is going to be THE noob stomper. He was already bad, but with those buffs…
-
@kit_mason said:
https://forums.bhvr.com/dead-by-daylight/discussion/441047/range-killers-need-to-be-removed
so when you get range killers… …who have multiple chances to hit you from any amount of distance so it completely makes pallets and windows obsolete
It… doesn't make them obsolete becuase you can traverse them faster than the killer can, and the pallets and windows are surrounded by walls which prevent their ranged attacks from being as effective (or makes them entirely noneffective if its huntress or deathslinger whose m2 cant go through walls). These walls also limit the distance they can hit you from.
and sure you can try and dodge but it barely ever works
It. Does work? Often? Maybe your movements are too predictable?
the whole point of looping like i said is to gain distance
The point of looping is to buy time which isn't the same thing - often, strong tiles can be milked for far more than just the distance they would grant you by predropping, buying multiple turns through the tile whilst the killer (who, if it is a far-ranged killer is often 110) is forced to break the pallet or just follow you whilst you loop a window properly.
i lose to range killers every single time literally ever single time the whole team is dead by 2-3 gens. Like 2 years ago my winrate was probably about 50-60% nowadays its more like 20%
Have you tried reviewing these losses? Recording them, through whatever means your platform allows, and watching them back for your mistakes? Becuase with a winrate that low you are making mistakes. Hell - your winrate could be 100% and I'd argue you could very well still be making mistakes. Get a friend to watch them. I'm sure plenty of the bigger communities for this game have people willing to review vod footage for you as well.
I'd also ask to you play Huntress for a good few games, at least until you start losing (which I promise you will, because nobody has a 100% winrate in this game) and then watch those games back to see what the survivors beating you are doing. Report back, it'll be fun to read your thoughts on this process.
Actually, there are people who (after very small roundoff error) have 100% win rate. Those people play blight and nurse mostly (maybe 4man SWF squads, but you still have much better chances as blight/nurse or select few other killers).
But this is a nitpick. All you said is correct
-
@brewingtea said:
You currently get points for "escaping" if the killer DCs. I think the new "surrender" option is simply going to remove the DC penalty under certain conditions. There would be no reason for them to change anything else, so I don't think you have to worry about those points going anywhere.
However…
killer will surrender ASAP before survivors get chance to escape just out of spite
…would be 100% worth the BP loss for the comedy alone.
that would be funny first 1-2 times. After that it would be about as funny as tbagging is funny to killer. I think the game would benefit from less toxicity. Not more of it.
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3899293#Comment_3899293
Why should anyone have to stay in such a badly mismatched game? That's not fun. Games are intended to be fun. if the MMR is bad enough it routinely causes this, then they can take MMR back to the drawing board.
it does happen though. On both sides. And there are people that actually complained when mmr was more precise (all games being sweaty/boring).
but that's besides the topic. (And i deliberatelly didn't provide my feelings toward that)
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3894556#Comment_3894556
My response to this is, and Survivors giving up on first hook doesn't?
I'm sorry but it's not my job to play through a round that isn't any fun, I don't think either side should be forced to play a round that feels like it's not any fun. One sided stomps on either side ARE NOT FUN especially when the opposing side rubs it in your face.
There needs to be a no tolerance solution that makes griefing undesirable because you get nothing from it. This is a solution to that.But you punish legitimate plays too. Say survivors are just better. They are fine-mannered, but MMR screwed up. Killer has no patience, so he surrenders at the same second, that survivors open gate (without survivors even seeing killer in that moment. No standing at the gate to BM. Just sprint into exit gate).
Why would you deny said survivors escape points/MMR? Isn't this actually killer's BM in this specific case?
And if stomping is BM (which is the only thing I can understand from you response) - shouldn't by the same logic get killer punished for winning at 5-3 gens (by denying him MMR and sacrifice points)? And if so… Isn't it just outright foolish rule?
-
@Orthane said:
https://forums.bhvr.com/dead-by-daylight/discussion/440632/anti-camping-doesn-t-do-anything
The point is to force campers to sit at a range so that you have a chance to unhook without a guaranteed 1f1
and it fails to do that for any killer that really wants to camp
-
It would most probably break the game as it's designed right now. And the same thing would apply to killers - especially spirit and knight.
Sounds in this game are super important for tracking and having possibility to basically disable distraction sounds (like from survivior's POW his own footsteps and from killer's POW his own TR) would basically be very similar to giving permanent wallhacks to both sides.
That means that after short time, 95% of player base would have same settings - the one that gives them most advantage. And the fun part of chasing in game would be basically obsolete.
-
wow. A reason to play dbd again? No way! That would be too awesome
-
@Sakura_Arisawa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3896430#Comment_3896430
This isn't about the 3k, but about the way the game plays out, where you're literally brutally forced to tunnel, camp and sluggish, and that's not compatible with the new health update that's supposed to come, because if you have SwFs like that, you're literally forcing the new systems to make you lose your killer rank. It doesn't even help that you can only surrender after 10 minutes, because you'd probably still lose rank because of the systems that are supposed to come.
And the map was a other Gideon where only to show, the to visible totem Spot
so at the very minimum u explained yourself wrong. The game is killer sided, because killer is the power role and the expectation is on average minimum 2 kills.
the problem can arise if survivors don't play to win (so they loose as is expected), but make the killer experience horrible.
i can agree with that. But you didn't write that. U wrote the game is survivor sided for swf when u play nurse and described a game u won as an example. That's why I presumed this is likely troll post. It just didn't make sense
-
Do I get it right? A nurse player is complaining, that 4man swf is unfair? On Gideon? After getting 3K? Saying the game is 98% survivor sided? I mean… C'mon. This is troll post. Right?
-
Tahm Kench would be great killer. Mid-range teleport and tongue-hits. His lore also makes him viable as a killer (IMO even better then Pyke. Not saying that Pyke would be incompatible). The only bad part would be chiseling his niche compared to slinger, unknown and trickster (and no, huntress is long-range. So there's very clear distinction, Xeno works also quite differently).
Other viable champs if different type of killer was wanted would be:
Cho gath (short range, but scream (omnidirectional) can dizzy/slow survivors for a short time) would make him a little similar to clown.
Elise as a jumping killer (a mix between hux's camera placements and wesker dashes)
Jhin as a long-range shooter (great lore for DBD, unfortunatelly shooting killer would be harder to implement sensibly. Maybe switching to shoot mode would make him set-up for 1 second and he can't move while shooting?)
Warwick (sprinting and tracking hurt survivors (tracking by speed when going towards injured surv instead of showing anything), but base killer towards healthy survs) could be similar to Oni while being slower when in power, but no need to collect blood + better maneuvering. Most problematic part would be tunneling which can be circumvented by giving 1 minute postponed ability for unhooked survivor.
-
@LockerLurk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3893133#Comment_3893133
As far as I can tell none of these changes appear to affect player MMR or points much, and people doing this sort of "watch me leave" antic are always obvious about it and doing it specifically to annoy the Killer. They would deserve the punishment of losing points, any achievements, MMR, etc.
I agree the 10 minutes thing maybe isn't super helpful, I don't encounter many SWFs that hide at the start all round. I'm kinda baffled by that idea actually…I am not advocating for watch me leave people. I am advocating for a, giving fair opportunity for survivors to escape (say 30s of all 4 survivors not being hooked and gate being open) b, not punishing them by not providing points/MMR.
Pick one or the other, but do not allow immediate Killer surrender with immediate survivor punishment, because that just gives killer BM opportunity for 0 reasons (think about group of survivors that only tries to win without being toxic whatsoever. You shouldn't give option to punish them by killer forfeiting the match. But I agree it's OK to give that option if they actually stick around just to BM).
-
@LockerLurk said:
It's nice that if there are still 5 gens not done after 10 minutes the Survs get to surrender, it's valid there is a surrender option if everyone left is a bot or is bleeding out. But where is the surrender option for the rare case where the Killer cannot get more than a few hooks before all the gens are done and the gates are open, but the Survivors refuse to leave? Why is it up to me as Killer to shove them out the door, giving them the reward of a win with a teabag as they leave just to rub salt in the wounds?
I propose we allow the Killer to surrender without any penalty if all gens are finished and the gate is open, but the Survivors refuse to leave the gate until forced out, or until timer countdown just to waste the Killer's time. This way, if the Killer finds themselves against a team that truly does just want to harass them into forcing them out of the gate and teabagging as they go (as unfortunately, some SWFs do - they still exist and I've played in them before, much to my chagrin) to annoy the Killer, then they can deny that satisfaction. This also discourages this behavior by removing the reason Survivors do it - to make the Killer rage quit. In addition, it punishes sitting in the gate instead of just leaving while also leaving those who return for last minute saves or heals untouched, as now the Survivors who just spam vault or try to get the Killer's attention to dunk on them as they leave, will not get the escape points or any MMR increase as a reward for their behavior. This should reduce the behavior entirely.
It doesn't make sense that someone just doing a daily on say, Legion, who gets bodied with all gens popping off in under 5 minutes while the Survs sit in the gate to waste the Killer's time still has to force the Survivors out of the gate or wait for 2 minutes ignoring them with no punishment. Yet the equivalent - being slugged with no way to get up and being forced to wait 4 minutes until bleedout - is given a surrender option.Nobody likes being forced to wait to lose, I would rather just move on to the next game. Good job you won, now let me leave the game so I can play another round. I have no interest in giving toddlers attention by even forcing them out of the gate and I don't like having my time wasted.
I would agree with this, but surrender should not be a way for killer to deny survivors some points or MMR increase. It would promote bad sportsmanship (where killer will surrender ASAP before survivors get chance to escape just out of spite).
For everything else, I 100% totally agree and these are very good points. But this being so damn important was the sole reason I gave thumb down.
@Leon_Loves_Cheryl said:
I find it ridiculously backwards that if the survivors don't do a gen for 10 minutes, the Killer can choose to lose. I really hope someone in the dev team elaborates on the thought process here.
While keeping in mind the fact that it only takes one crow to give noise notifications, shouldn't time be on the Killer's side conceptually? The Survivors need to GTFO, ASAP. That's kind of the point, isn't it? Why give the Killer the option to lose when the Survivors aren't playing the game? 10 minutes is an EXTREMELY long time to be avoiding the Killer, and since it's a Killer loss if they surrender, it's incentivized.
This needs to be looked at. As soon as possible
You probably never went against bully squad.
They don't get fun out of winning. They get it by being paired against killer who is obviously way weaker then the group (because good killer can manage this easily and because the tactics is inevitably ending in survivor team loosing after very stressful match). The whole purpose for such suvivors is then to headon/flashlight (or flashbang) save killer as many times as possible. Dropping pallets, DS into blind into chain blind etc. Just making the killer's life as miserable as possible until all resources get depleted. By this point there's a good chance killer DCs never to return to the game again.
I think 10 minutes is probably not enough and 5 minutes would probably work better. Also hiding for 5 minutes (let alone 10) is hardly possible in current DBD.
-
Would need to be real careful with implementation. Some killers get "legitimately" teabagged. Think e.g. huntress or slinger when trying to dodge their shot. For vast majority of killers, this is no issue though.
On the other hand, I don't think it fixes the core of the issue. People will find some other creative way to show disrespect. Like killers W-S-ing survivors. Once you disable teabags, survivors will point. If you disable that, you'll get nodding. Basically you can't really get rid of it without making the game very sterile.
-
@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884866#Comment_3884866
Love how you refused to the name video to make it harder to find. I watched it. It is over a year old, Survivors have gotten countless buffs since then, and in the video they seemed often unorganised and they made stupid mistakes like running into dead ends. He obviously played against survivors far below his skill level, and even said himself that this was the case in the pinned comment. We can talk about how the matchmaking is vastly flawed, but I think the game should be balanced around people of equal skills, not crushing people far less experienced.
"About the rest - most players are solo or at most 2-man. And even 4-man means little in low mmr so in fact u can't balance around 4man instead (or by the same logic delete/hard nerf all S/A tier killers, because they have unfair theoretical potential in top mmr)" What? We should balance around both sides trying to win. For Survivors tryharding to win would always mean 4 people SWF. If I queued up with Nurse and stood in the corner all game, that doesn't mean Nurse would need a buff. If Survivors play unoptimal they can do that, but we shouldn't take that as much into account for balancing as optimal play.
"Survivors have more offerings, but killers see survivors/names etc, free dodge and so on. Much stronger perks and overall waay more power. The end result is, that killers kill=win more often." Most killers never dodge since last second switching is a thing. And the power doesn't matter for this. My whole point was that Survivors have way more power of the framework of the match.
"I saw it so many times - people swear 4man squads so often if they loose. It's pure cope. Understandable. We all do it sometimes. That's why u need to trust official dev stats. And it clearly shows 4-man is tiny fraction of player base (even though devs provide these stats very infrequently)." I looked as much as I can and could not find any stats by the devs. If you really had them, you would actually you know, cite them, instead of just alluding to them. The only stats I could find, where them saying that high MMR 4 man SWF has a 48.3% escape rate. So almost 50%. And that was over a year ago, before Survivors got a bunch of buffs (Anti tunnel perk buffs, gen regression nerfs, hook time increase, sabotage all round buff, etc…).
"Dying is the definition of loosing to me in dbd as survivor. U can make up your objective however u want, but that's on you. I know a guy that considers it killer win if he has good/fun chase no matter how many survs escaped." This is the team game. Lets imagine a simple team shooter where wins are determined by how many kills each team gets. It doesn't matter if I have a negative kill/death rate at the end of the game, as long as my team has a postive k/d overall. Same for Survivor, especially if you are playing SWF. Most Survivors escaping is a win for the Survivor team. That is how the game works. Also, what is your point? A 3 man out shouldn't be consider a Survior win. The game should be balanced around having a 50% 4 man out every second match, so Survivors only win every second game?
"Again AFAIK devs stayed their stats exclude games with DC. So if they didn't change their mind, then games w DC don't count." You are not actually reading what I say and this proves it.
"There are multiple reasons for DC. Skull merchant is one of those very good reasons." Throwing a temper tantrum over literally the worst killer in the game. Her power can be completely negated by standing still or crouching or evading one big beam of light or beating a simple mini game.
"If stats show that just tiny percentage is 4man and most people play soloQ, then i don't really care about swf argument that much (just to that tiny percentage). Again, check dev stats for how many survs are 4man." I did check stats and not find anything. If you actually had a point you would link the stats you mean.
"Your argument is, that comp team can win against pub killer 220 times. But ignore the fact that multiple comp blights/nurses got waaay higher number in pubs." You cannot be serious. First of all, SWF streaks are way more annoying and slow. Killer is just pick the killer and play the game. You have to get all 4 strong players, in the same server region, available consistently at the same time. Then yeah, a strong Nurse can definitely compete with a strong SWF, but soloqueue is more common than SWFs and most SWF do not play optimally. Facing a strong killer is way more common than a strong SWF, even if you play both sides equally.
I think that even even sadako main got to the winsteak in ballpark of that number (not to mention spirit, oni, wesker, pyramidhead, ..... Etc)" Just like with stats, I am going to ignore this since you could easily provide evidence for it but refuse to.
"And the survivor winstreak ended vs "unviable" trickster of all the killers. So again. Who has more control in pubs?" Even more proof that you didn't actually read my arguments. I mentioned the streak ended against a Nurse. I wrote out the full title of the youtube video. You could have watched it and seen it was a Nurse. But, you ignore those inconvenient truthes and rather lie.
You have proven you don't care about a genuine discussion. You have proven you don't care about the facts or intellectual honesty. I am done arguing with you. I don't care if you respond, since you do not care about the actual truth of this matter. I am not going to waste my time with someone as intellectually dishonest as you anymore.
Since I don't play this game any more, I am not that invested into all the links and stats. So I am just showing you that my sources are actually correct but don't spend time looking them up for you.
So for example - Hen's streak ended by trickster (maybe he did another one which ended by nurse. IDK. IDC) Here's your source:
https://www.youtube.com/watch?v=-NDDXyQZvKAIf you really had them, you would actually you know, cite them - false. I don't have them. I remember them. I found, that there should be stats from jan 2022 where it was shown. But they are not part of official forum unfortunately. Still - you use the fact yourself to point out why huge kill streaks are fine compared to survs so either way you are shooting your own leg.
I am ignoring the rest of your post. It's clear you argue in bad faith. Say I make up numbers from thin air and when I provide sources, you still say stuff like "You have proven you don't care about a genuine discussion". Well it shows it's the other way around.
-
@VibranToucan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3884617#Comment_3884617
There is no point arguing if your just going to make up numbers out of thin air and misrepresenting my position. I'll give it one more shot , but if you continue you show you have no interest in being intellectually honest.
"killer has full power while solo survivor has tiny portion." But we cannot balance around solo survivor because then SWF would crush killers constantly. And SWF has way more power than Killer.
"Even if survivor has about 50% chance when all odds are in his favor, that doesn't mean the game is fair. For every best survivor map, you have corresponding headonfield or some other horrible map." But as I said before, Survivors have 4 offering slots compared to Killer 1. Survivors have way more influence on these things that killer.
"And as for every SWF (4 man is very rare btw) you still have nurse/blight with their multiple 1000+ streaks which is apparently fine in your eyes." You haven't played the game in over a year. I actively play it. While I cannot prove if a squad is 4 man or not, I get roughly 1 in 3 or 1 in 4 games where I get what seems like a 4 man SWF and I am far from top MMR. Also yes, the strongest killers getting long winstreaks is fine. BTW the highest Survivor Win Streak (3 people or more out as 4 man swf) is over 220 (Video by Hens: "Survivor's Secret to Success: Escaping over 200 games in a row"). And they did it without bringing constant map offerings to survivor sided maps AND while limiting their perk builds. If as many people went for SFW streaks as people went for Killer Streaks, the number would likely rise way higher. And yes, it counts as a Survivor Win, even if 1 Survivor dies.
"You can clearly see it when you compare best players taking weakest killer in public vs tryharding as soloQ. In case of killer he'll have at minimum 90% kill rate (but more like 99+%)" Stop making up numbers.
"in public matches you can get 90% kill rate or more without even using ability (as shown by e.g. Hens - and that was without camping or tunneling)." This is just absurd. I couldn't event find a single video of Hens of him showcasing play without killer.
"As for killer viability - there's exactly 0 killers that have 40% kill rate." But there likely would be if the game was balanced around 50% killrate, that was literally my point.
"It's fine if survivors loose 60% of time, but it's not fine if chucky looses 56% of time because 'noone will want to loose that much'? Well. Survivors already do." Killrate isn't win rate. If I die to get my team a 3 man out I am happy about it. Counterintuively, while kills lead to wins, dying doesn't mean losing. And yes, for the emotional reasons I outlined people are more fine with losing on survivor than as killer. That was what my last paragraph was about.
"AFAIK disconnected matches don't count" They do. If it shows up as a kill symbol on the EGC it counts as a kill for the community numbers.
"Giving up is the direct result of survivors not having chance" Nope. I have seen people give up as soon as they load into a match when going against killers like Pinhead or Skull Merchant, cause they just don't like them. Like running to the killer, letting them down them and instantly going next on hook. I have seen people try going next in a winning game, saved them and in End Game Chat they said they did their tome challenge and want out of the match now. I have also seen people give up when I hit them and revealed Franklins or when they randomly stepped in a bear trap against trapper. Survivors give up for the slightest of inconveniences.
"Survivors have less control as I already have shown (Ayrun example)." You have shown that an individual soloqueue Survivors has less control than a killer. My entire point was that a SWF has more control than the killer.
"If you are 4man on comms with 5000+hours per teammate, then you might be right. But even that's not really true vs blight and nurse" Not really. Btw, the winstreak I mentioned above, while it did lose to a Nurse, they beat 23 Blights and 23 Nurses in that streak. So its not like Nurse and Blight wipe the floor with tryhard teams, they are the only Killers that often stand a chance against these teams, outside of comp.
"Killers are bribed by free kills instead of addressing the real issue. As a result both roles suck." The issue is fundamental to the game and cannot be fixed without doing an overhaul on the way the game works and making the team be equal sizes. And in my experience both rules are fun. If you stopped enjoying DBD, maybe just do something else.
I am not making up numbers. It's directly from Hens's video. And I was even very conservative about it, because other streamers took up the same challenge and say knightlight's stats were like 96% or something (don't remember exact number, the video is over year old now, but it's still on Hens's YT. Watch it if u don't believe me. Addonless trapper no camping, tunneling or slugging).
About the rest - most players are solo or at most 2-man. And even 4-man means little in low mmr so in fact u can't balance around 4man instead (or by the same logic delete/hard nerf all S/A tier killers, because they have unfair theoretical potential in top mmr)
Survivors have more offerings, but killers see survivors/names etc, free dodge and so on. Much stronger perks and overall waay more power. The end result is, that killers kill=win more often.
I saw it so many times - people swear 4man squads so often if they loose. It's pure cope. Understandable. We all do it sometimes. That's why u need to trust official dev stats. And it clearly shows 4-man is tiny fraction of player base (even though devs provide these stats very infrequently).
Also u compare 220 win streak to almost 2500 blight win streak or was it 500? streak on addonless nurse and say 220 is unfair while those higher numbers are fine... Like ok mate.
Again i didn't pull up the numbers. They are on hens's yt.
Dying is the definition of loosing to me in dbd as survivor. U can make up your objective however u want, but that's on you. I know a guy that considers it killer win if he has good/fun chase no matter how many survs escaped.
Again AFAIK devs stayed their stats exclude games with DC. So if they didn't change their mind, then games w DC don't count.
There are multiple reasons for DC. Skull merchant is one of those very good reasons. But excessive slugging, hots 5m away from window, wifi hatchet huntress hits (all ranged killers have it, huntress is just best example), etc... And 0 chance to win games contribute. Now think about what happened recently that got the uptick of DC's. Maybe it somehow correlates time-wise with slugging for mori and map nerfs? If so then we can have a very strong guess that it's likely because of those 2 reasons primarily. But sure enough, it could have been also for all the other reasons. It's just less likely.
If stats show that just tiny percentage is 4man and most people play soloQ, then i don't really care about swf argument that much (just to that tiny percentage). Again, check dev stats for how many survs are 4man.
Your argument is, that comp team can win against pub killer 220 times. But ignore the fact that multiple comp blights/nurses got waaay higher number in pubs. I think that even even sadako main got to the winsteak in ballpark of that number (not to mention spirit, oni, wesker, pyramidhead, ..... Etc). And the survivor winstreak ended vs "unviable" trickster of all the killers. So again. Who has more control in pubs?
Yes i play league. It's more fun rn. I used to love dbd more, but that was in 2018 where 60% killrate would be ridiculed as insane by both sides instead of being "standard". Yes, the game needed to help killers. But that doesn't mean swap sides for unfair advantage