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Glaz_Vremeni

Glaz_Vremeni

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Glaz_Vremeni
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  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3917041#Comment_3917041

    Hard to say without seeing what happened in that trial. Three of them were CrossPlay to you, and I suppose they could have been in a SWF together? The other one was on your platform so I'm thinking they were solo for sure, running a heal build with that Autodidact etc.

    Only one OTR and no DS, but the two flashlights are concerning. If I saw that lobby I'd would have considered Lightborn or maybe Franklin's. Maybe they were after Breakout plays and blinds? They all escaped, but how many hooks? I've never ran Wraith with that particular build how'd those perks work out? At Prestige 1 how often have you played that killer?

    Without seeing the footage I can only guess.

    6-7 hooks. Build to slow down the game, so there is more time for pursuit. Unfortunately, I was unlucky with the spawn and the resonance of pain spawned poorly. Wraith used to play often, but after buying others I forgot about it, but now I played purely because of the daily ritual. Due to the fact that I have not played for him for a long time, I assembled the build from what was there

  • but now, when a game against a team is a one-sided loss, is it good?)

    20250424235537_1.jpg
  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3915031#Comment_3915031

    Say they try it. What killer would knowingly queue up for anything other than solos? How would any SWF get a single trial?

    I know what killers making that choice implies. But I also am looking at the practical side of how would it actually function.

    Give killers who decide to go against the team a multiplier of 3 or 4 earned blood points

  • We need to buff weak killers, not nerf normal ones

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912544#Comment_3912544

    Appreciate the correction for 2020.

    What a particular player sees in their lobbies will vary depending on day, time of day, MMR, matchmaking, and especially region. Europe and around Russia are PC heavy, while in Asia and the Americas there's way more on one of the consoles.

    As players climb in MMR that platform diversity lessens as the players with the more serious mindset tend to be on a PC. Those on console as a general rule are more casual, much more likely to be on the couch across from a TV as opposed to face to face with an excellent monitor and filters and an awesome headset etc.

    All of this will effect what you'd see in a lobby.

    I apologize for not writing for a long time, I had a high workload at work. In essence, you repeated what I said about console players underreporting statistics, just in more detail. But I remain of the opinion that the ability to play in a team is a cancerous tumor of the game, breaking the already fragile balance

  • @kit_mason said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912102#Comment_3912102

    They don't, though.

    Well- maybe they do for you I don't know what your winrates look like, but every swf I have ever been in has not hit 90%. The SWFs that use clock callouts and good perks and proper organizational efficiency don't hit 90% because at least one person is going to shadow for flashie saves since its more fun than just pumping gens depsite being objectively worse for macro.

    If I had to guess I'd say the average swf escapes no more or a little more than solos do, because they're motivated to just spend a good time with friends, not pump out speedrun victories.

    I agree that yesterday I wrote this number because of a near-losstreak, when almost every other match I encountered teams with 2000-3000 hours. I disagree with the statement that a full team that plays for fun plays at the level of a full solo. It's trivial that communication between people increases the chances of survival and that the perks will be more focused on escape than those of solo players.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912523#Comment_3912523

    They cannot ever release player numbers for the consoles, not for this or any other CrossPlay game. This is due to the various UEA's for Microsoft and Sony and Nintendo.

    But for estimates, the PlayStations make up the largest portion say 26% roughly. Next is Steam and Xbox at something like 22%, and then there's Switch after that. The numbers for Windows and Epic have never been too strong for this game, and Stadia is long dead now.

    I'm not sure what you mean by "underestimated the data" at all. But it doesn't make sense to not include console numbers as DBD is a full CrossPlay game since like 2018, with almost none of its players having CrossPlay turned off.

    If we believe your statement, then when playing as a killer on Steam, lobbies should prevail where all the survivors are from other platforms, but there is almost always at least 1 survivor from Steam, but most often 2. That is, at least 40-60% of players are from Steam. Or your statement is correct, but matchmaking tries to select players from one platform. Also, please do not underestimate players from EGS and XBOX (PC), after all, many have been playing the first since the free copy, and in the second it is available for free with a subscription. Well, and a small amendment that crossplay was added in 2020, not 2018

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912500#Comment_3912500

    Wait, what? Altogether console make up like 70%+ of the playerbase. Of course they're included. Just trials with a DC are thrown out.

    What stats you looking at?

    Firstly, where did you get the information that it was 70%? Secondly, if it is true, then this is further confirmation that the statistics do not work and console players have underestimated the data. Thirdly, I am talking about PCs, not consoles.

  • @Yoshirama said:

    I guess you miss the data shared by BHVR showing how a full lobby of 4 friends escape less than 50% of the matches lmao

    @BritneyMitch said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912145#Comment_3912145

    The game is currently based on

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912102#Comment_3912102

    Wells it is balanced because statistically speaking you are incorrect, there is marginal differences at best between overall survival rate based on how many people que together. They released the data publicly.

    @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912102#Comment_3912102

    The last time the devs put out survival rates even the top MMR four-mans globally did not escape half the time.

    Everything is simpler, console players have been added to these "statistics"

    @buggybug said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912099#Comment_3912099

    I hate to break it to you but its not every lose you get mean swf. There are decent solo q people who act like a swf. But good luck with your fantasy wish that will never come through.

    The problem is not in losing, but in toxicity, instead of running away right away, you need to drag out time, drink tea and do other things that are not related to the game

  • @BritneyMitch said:

    The game is balanced around swfs existing. Every video game ever people talk on discord and communicate. DBD being a team game is what the majority of players are playing for. You are not going to see people supporting this idea.

    And how is it balanced if when playing in a team, the survivors have almost a 90% chance of surviving in four?

  • @buggybug said:

    Play a pve game or 1 v 1 pvp game. Like seriously can the devs deleted these repetitive delusional posts?

    https://us.v-cdn.net/6030815/uploads/JZ7GE4TILIY5/1000000823.gif

    Oh, the first toxic SWF

  • @Leon_Loves_Cheryl said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3912033#Comment_3912033

    Both of you are overcomplicating it.

    Buff solo queue Survivor to the level of SWF by giving all survivors basekit info perks like Bond, Kindred, and Empathy.

    Then, compensate with basekit Killer buffs like a mini-Pain Resonance on all hooks for example.

    The game should be balanced around SWF instead of punishing people for playing with their friends.

    @Archael said:

    Game should be balanced around swfs.

    Or had two modes.

    All survs should have all info that swf have - where everyone is, where are killers belongings as long as at least one surv saw it, exact killer position as long as at least one surv see killer. Info about perks, who is going for unhook and others.

    And then killer should be buffed accordingly.

    And maybe second mode, where swf is unavailable, only soloq with almost no info whatsoever and nerfed killers.

    I disagree, the game should be balanced around the killer, not the survivor, and especially the team. Balancing around the survivor has already led to the fact that a third of the killers are unplayable against experienced players. As I already wrote, if a person plays in a team, he himself gets an advantage, so it is necessary to somehow weaken in the game, or simply remove this feature and send all tea lovers to custom.