GroßusSchmiedus
GroßusSchmiedus
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649053#Comment_3649053
It was feared because it was overpowered.
Buffing it to four seconds won't make it feared again and it's too restrictive to see common use.
It suffers the same problem that OTR suffers in that you only get organic use 10% of the time and the other 90% of the time you have to make stupid plays to try and force value. Perks should not be this conditional and that's why Dead Hard will continue to be a superior anti-tunnel perk than both of them.
Perks should give the player agency.
What do you mean "you have to make stupid plays to try and force value"?
If you have to go out of your way to activate the endurance, then you are obviously not getting tunneled.
If you complain about the Killer downing you after you intentionally tried to get your OTR "value" , then its obviously your own fault.
You are literally complaining about not getting tunneled.
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of course it doesn't, many people just care to win. I'm a Warhammer player and you'd be surprised that meta chasers found a way to regrow the kidneys they sold so they can spend hundreds on the next army every edition over and over again. They often end up with a faction and playstyle they literally do not even like, and getting an army that has a high comp winrate is a pain in the ass for those who actually like them cause getting the required minis will be a hassle by itself, out of stock, getting scalped.
If people go so far as to do spend their time and money doing things they do not even like to win, then you can't really tell me that tunneling can be dissuaded unless you make it objectively one of the worst ways to play.
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I learned that my hate for Legion is 100% justified.
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@KateMain86 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647211#Comment_3647211
But it does reflect the opinion of many players I have played with over the past 3 years. You were speaking exclusively from your own experience and opinion about them as if there was nothing intrinsically wrong with it. The mere fact that moris are optional and by no means required to win a match makes them a form of BM. Its fine if players are doing it for a challenge or think it'll give them a better chance to win, but don't pretend like there is never any ill intent behind players using them. I've dealt with enough toxic killers over the past 3 years to know otherwise. I can tell you the many leatherface killers I've went against using the red mori and face camping before the changes weren't doing it to be sportsmanlike and without any ill intent. Like I said, if moris were built into the game as normal gameplay from the very beginning we wouldn't be talking about this.
This change would make becoming the last survivor the most avoided thing ever. I think it would change almost entirely how survivors play the game and not for the better.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3647235#Comment_3647235
I've seen enough survivors tunneled into a mori to come to a pretty clear understanding of what their intent is. Either way, this all comes down to how we each see it personally. I absolutely reject the idea that moris are not used as a form of BM by many players. Besides that, the idea of a finisher mori to end the match seems too rewarding to the killer. It would also mean killers wouldn't have to 12 hook to 4k anymore. I think it would also encourage more slugging to the last 2 survivors since the killer knows that if they down 1 and refuse to hook them they only have to find the other one to win.
Your view on it doesn't matter at all cause it doesn't change the intent the Killer has, whether its BM or just a daily challenge. Its just you made up your mind about something to disregard having to think about each situation.
Also your last point is wrong in every regard.
- Killers don't have to 12 hook to get a 4k, its something thats often not even in their control (Is a Killer that can't get a 12 hook game because survivors refused to save each other toxic to you too?)
- Slugging for the 4k as you describe already exists, its a seperate issue. Think about it like this: If cypress mori was basekit right now, would removing it fix it? Would removing cypress mori from the game as it is right now reduce slugging for 4k?
- Some Killer mains claim flashlight saves are toxic and they are right by your logic because they are also completely optional and not required to win.
- Saying that something would be more acceptable if something happened earlier is a poor argument that reflects poorly upon the one saying it 90% of the time. Its actually just saying that you would accept something with no thought behind it.
The first 2 points makes me think you don't even play DBD really, you will rarely see a 12 hook game where the Killer did not slug for the 4k. Just record one of your sessions and show me because i really want to play in your region at your MMR if that is the case.
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The idea was good but the execution was so poor i hope it was completely scrapped.
Nurse was so broken she could end a game in less than 50 seconds. Twins was so bad that it was almost impossible to get a hook if the survivor literally just stood underneath a pallet to counter her. The perk changes didn't help either.
They could just make Cypress Mori basekit and allow one survivor to get back up when multiple people are getting slugged. Thats it, but they made this weird system where everyone was losing.
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No, generally it doesn't prevent the Killer from getting stunned, what happened that the increased speed caused it too early. You need to blind them towards the end of the animation.
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There is no discussion about it, its a bannable offense.
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I took a second look at the teaser.
If you reverse it its hard to hear, but i think i got a little something:
First audio: "SERVE HIM"
Second audio: "LETS US IN, LETS US IN"
I cant tell much of the other ones.
However the fact it reverse to as us and asks to be let in, and speaks in a strange human tone hints at a humanoid monster. I'd guess its a vampire because in folklore they cant enter without being invited, and usually follow a strict hierarchy which would explain "SERVE HIM".
But thats a stretch, im just glad we get an original monster again.
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A lot of legions, already the Killer i dislike the most in normal DBD, in this mode they feel like pure cheese.
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Hag is super fun in this mode. The amount of traps that get triggered and the panic that ensures is priceless.
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Throwing a game to hear Yui moan. I can relate.
There is nothing better in this game than getting a pallet back up during a chase while the Killer tries to mindgame, no drug competes with the dopamine rush that induces.
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@Depressedlegion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643863#Comment_3643863
For hag you can just go up to it and wipe it now, flashlights don't work anymore on her traps.
That is not even needed, just trigger it when she picks someone up. She either has to drop the survivor immediatly and risk them getting back up or give up the totem for a hook.
That little run to trapped spots while she carries survivor has been the biggest counter to her power since release and i rarely see people do it. Just take the few seconds, run to the closest loops to make sure and go back to gens or whatever.
It also works with Trapper and Pinhead.
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Do i really need to tell you that Killers defending their hexes is justified when that type of spawn exist? Its right next to a generator. in the open.
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@VomitMommy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3643885#Comment_3643885
That's kinda wasted offering. I want my cakes...
Well, I just don't play map dependant killers, but map banning system might help some killers like Singularity etc.
True, but there are big problems caused by poor maps and map designs, players being able to choose them to exploit the bad design just exacerbates the problems while giving players an option to prevent atleast the worst maps for them.
Its adresses 2 problems to a degree for minimal work, so i don't see why not. There is not going to be a faster and easier solution.
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Or just rework map offerings into preventing maps instead of forcing them.
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I would simply remove the need to get into a locker, it feels arbitrary. And its not like Killers don't know you have a flashbang just because they did not see you leaving a locker, they can just look at your hand. Chemical Trap, Wiretap and Blast Mine also don't have the downside of needing to find and enter a locker.
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Cute Skull Meowchant cosplay, but if thats your son does that mean you're a Khajiit?
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@Alen_Starkly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642723#Comment_3642723
What do you mean, "it doesn't work with saves"? Where did you get that from? Is that just a restriction that is not officially stated anywhere?
No its not, it technically works but during the stun the Killer is locked in an animation that eats so much of the timer that it might as well be completely useless, same thing with pallet blinds, you lose distance by staying to blind the killer that is an animation, so it doesn't work well in both these scenarios.
You can't slow down a Killer thats standing still, thats it.
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Thats because there are just a lot of people here who only come to the forum to vent, they also almost never propose solutions or want any serious discussions on the topic, and these type of people often just reply to other rage posts as well.
Hell there is a thread currently on the first page that literally complains about Killers farming/showing mercy, which should tell you by itself what you need to know about the forum.
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@tjt85 said:
I agree. I think it would make the perk more appealing to run for a lot more players. I definitely prefer flashbangs over flashlights. Maybe they feel it shouldn't work because flashbangs are easier to use than flashlights, I don't know.
But then, you don't get the extra speed value from the perk with a flashbang and it's not as if flashbangs have no counter, since they make a noise when you drop them and the Killer can look up or swerve it. I can count the amount of times I've successfully flashbanged a Killer in chase on one hand.
Yeah but unlike flashlights they are funny to use and thats what matters. Its a shame they don't work with champion of light, its an additional perk slot just to make them a bit stronger, that wouldn't make them broken. It'd perfectly fit my survivor playstyle.
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@Dinoraptus said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3642718#Comment_3642718
It just seems really silly to me. I understand why it doesn't work with like Blastmine or something, but flashbangs are functionally identical to flashlights.
Champion of Light already doesn't work with saves, so no worries there, and the extra speed while aiming a beam can net you virually the same distance at a pallet as just dropping a flash bang and running can.
Plus, Alan as a character is familar with flashbangs and uses them in his own games, it would make sense for his perks to have synergy with them.
Because BHVR think that it might end up broken but i think that will be far from the case.
It'd only be good if you can use it in a chase, if you do use the combination for a save or pallet break its virtually useless since much of the timer will be eaten up the animation. You use 2 perks to make a one time use item that requires some skill to use in chase stronger. Not to mention that there are still counters. I see no reason why champion of light shouldn't work with flashbangs.
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Thank god for this thread, i really was about get some of that buyers remorse, i was considering buying him because i use flashbang in like 90% of my builds, there is no longer any reason for me to buy it.
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He gets much hate, i simply think its because a mistake by a survivor gets the entire team punished rather than that survivor getting downed quickly, i already had multiple discussions on this forums why his reputation as a "pub stomper" is undeserved. However despite it my hot take is that he is still one of the best designed and healthiest Killers in the game, the hate he gets is more or less based on surface level look at him.
- To make most out of his power, he can't camp and tunnel, he has to go and look for the box and switch targets to whoever got it, in fact you can probably win with him in tournaments without using these strats, something many if not most Killers can't claim.
- His power is tricky to use with a high skill ceiling, he also has plenty of counterplay as his chains can be dodged and survivors can manipulate/predict the spawn of the box to be in their favor just as much as he can.
- He rewards both good game knowledge and mechanical skill on both sides, many Killers favor one more than the other.
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Just let him get traps out of lockers, his biggest weakness is still having to walk around to collect his traps, which are dependant on RNG.
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@bjorksnas said:
A great skillcheck on a generator gives you 1% progress or 0.9s bonus on a gen, you have an 8% chance every second to get a skill check aka every 12.5s, if you got and succeeded this skill check every time on average you can save 5.4s on a gen with no items, when they add up you get a lot of bonus progress even without any items across a match
Now missing a skillcheck instantly removes 10% of a gens max progress or 9s worth of repairs + stopping repairs for a second or two
For ok - good players just trying to not miss skill checks is usually enough to get by but if you want to be just a little bit more efficient hitting great skill checks can speed up matches especially with toolboxes which give you increased repair speed and a 40% chance to get a skill check every second easily giving you tons of extra progress on top of its speed boost
If you can hit great skill checks go for it, but if you aren't confident in your abilities to hit them or even regular skill checks its not a bad addon but its mostly a skill dependent addon aka if you are good its bad and if you are better its a debuff
TLDR great skillchecks are good if you can hit them, only use it if you can't
To add to this there is one more incentive, BP. 300 Bonus BP per great skill check adds up, and if you have any modifier like a bloody party streamer that alone pays off for a green item.
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Thompson Mix needs to be reworked, i'm even iffy with the cooldown in basekit but that add-on really takes it a bit too far, i had cases where i was still in lunge distance against decent survivors after missing.
Cracked Primer Bulb should just give permanent overdrive, that'd be a fun add-on that would offer an alternative playstyle.
One of the many Overdrive add-ons could be buffed/reworked to have the effect that Overdrive does not dissipate while carrying survivors.
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I too was hyped when she was first teased, thought we were getting a cyborg, once the trailer released i was disappointed but wanted to give her a second chance still. The lore disappointed me, its not as bad as people say it is, its definitely not in the same garbage tier as Artist, Dredge and Trickster but still bad, atleast it sparked a few good memes.
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30th this month, its on the roadmap.
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Whats only Shock Doctor? I was thinking about a subscription service for Doctor
simpsmains. -
The system only affects Killers who 3 gen but not the majority of the player base. Sounds like it works like BHVR intended, in fact its more of a buff for most normal Killers who don't 3 gen since gen tapping was removed and instant regression was increased. Now we only need some map/spawn rng changes that would make 3 gens more difficult because there are truly some unholy gen spawns out there.
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Freddy and Pig really need it the most and they both deserve it more than most. Clown is mostly fine, he is severely underrated and more difficult to play than most give him credit for.
Pig should get her ambush and stealth reworked completely (the traps are fine minus the forced activation via screaming).
Freddy needs to be completely reworked.
- Replaced with Robert Englund version with voice lines.
- Give him more stacks and add more illusions basekit, like dream totems, dream breakable walls, dream chests etc
- Survivors now start in the dream world, removed the ability to wake up via failed skill checks or other survivors, clocks are now the only way to wake up and it only works for 60 seconds, however Freddy can't pull you in dreams during that period.
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@sizzlingmario4 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627006#Comment_3627006
Keep in mind that's the old Overcharge though, it's not as good now as it was in that video.
But yeah, Ruin sucks and the upcoming buff won't change that.
yeah it sucks that it got dragged down. I think they should just revert Overcharge and Call of Brine and make regression effects simply not stack.
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@tippy2k2 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3627034#Comment_3627034
They're from the board game. So they don't sell minis, they're part of the game.
Even better. as far as i am concerned. I didn't even know it existed.
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As someone who plays Warhammer and paints minis myself (im kinda trash at it though) i really can see and appreciate the skill, i did not even know DBD had minis.
What brand of paint was used? I think it was Scale 75 judging by the colors and bottles in the background but i can't make it out completely.
Now you only need to get them based or they will remain cringe.
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https://www.youtube.com/watch?v=BGtF_5jH8ww
This should show you just how bad Ruin is.
Ruin/Default = 05:47
Ruin is so unironically bad that the counterplay is to just ignore it. When i play survivor with my friends we don't even bother to cleanse it when we know where it is and its nearby, i'm not kidding its that bad.
Its only kinda useful with Surveillance but even then it gets outclassed by Thriling Tremors or Gearhead, which is just 1 Perk instead of 2, and it don't even have the risk that Ruin does as a Hex perk of being cleansed early or spawning literally right next to generators.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3624541#Comment_3624541
Players should not be relied on new chapter to get new content. Some slight change to unused old perks for possible new perk combo builds should be a thing in all mid chapters.
People saying Gambit is a nerf, but for sure Im gonna use it in chase builds. I dont care about meta
I understand, if it was up to me i would simply butcher a meta perk or two on each side for the sake of it every mid chapter for the simply for the sake of keeping things atleast a little fresh. However we both sadly know that any approach of changing the meta in anyway comes with backlash cause people just look up tier lists by some content creator or whatever and blindly copies what they are doing without even understanding it.
I will probably not touch Gambit myself simply because its boring, i personally want more creative perks like Flashbang, Dramaturgy etc.
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@Chocolate_Cosmos said:
What?! Anti-facecamping, anti-3 genning, blight nerfs, Sadako changes to make her less frustraiting (and prob weaker) to go againts, is like nothing? Are we reading the same patch notes?
The post isn't necessarily about Killers themselves but survivors not getting more interesting stuff to play with. Like Nicolas Cage was the last and only time in a while they actually got some new and interesting stuff.
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The last few updates had not much for me either, i did not care much about either Chucky, Xenomorph nor their perks.
Last Update i enjoyed for survivor was Nicolas Cage and i still use his perks frequently, but i guess that happens to everyone, not everyone can get something they can enjoy every update.
However i do agree they should be much less scared to touch meta perks.
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True actually, people here complain and overreact to much, though its an influx of those accounts that only come every update or so, make complaints without proposing solutions and disappear until the next one. People vastly overestimate how many gens actually get kicked per game even with gen kicking perks, and overestimate the amount of kicks they give to the same single generator by a frankly hilarious amount if they think it affects more than one in twenty games.
What people forget is that before this update when BHVR wanted to try to change a Killers playstyle they just tried to force it with new mechanics or penalties instead of encouraging "healthier" gameplay in any way, this Update atleast tries to go towards this direction with the increased gen kick penalties and the massive Grim Embrace buff.
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The Perk needs a complete rework. The mechanic sucks and does not even compensate the damage you do by running the Killer to a gen thats getting worked on.
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So if a rat has a perfect triangular piece of cheese somehow and your cat refuses to touch him then maybe you need to consider that the cat has given it the cheese. Maybe the real rat is your cat.
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@Peanits said:
It's tough to convey how much it has changed with words, so apologies if this is hard to imagine, but the collision detection is 37.5% smaller than before.
Thank you, so its basicly Heavy Clutch add-on basekit. However what will happen with the add-on? Will it be changed?
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Blacksmith: Allows you to create objects out of metal using a forge, preferably to bribe the Killers to let you live.
Warhammer fan: Allows you to kill Survivors and Killers by annoying them to death by telling them Warhammer 40k trivia, alternatively allows you to befriend Killers and Survivors who also like the franchise instantly.
Customer service: Your past working customer service fuels you with rage, each time a survivor refuses to work on a gen for more than a minute you gain a token. Upon gaining 3 tokens, replace the Killer and win by killing the survivors yourself.
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@jesterkind said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3623543#Comment_3623543
The way I understand it is that only perks which take the percentage off "instantly" affect this new mechanic. So, Pop and Pain Res would, as would a dry gen kick without perks, but something like Ruin or Oppression that just starts the generator regressing over time won't.
Thank you, that sounds fair enough.
Ruin and Oppression could use some buffs though, the only way they are off any value is if you pick them with surveillance, and even then they are outclassed by perks like Gearhead.
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Sadako: The stacks getting "locked in" has me nervous, especially on smaller maps like the Game, it also might encourage tunneling since hooking someone with say 4 stacks might be eliminated quickly once unhooked, the fact that it affects everyone within any TV is also questionable in my opinion since survivors are generally near gens and it will just encourage spamming teleport. I'm really sceptical about this one.
Billy: These changes are great and well deserved, but the biggest problems was always cluttered maps with weird detection that makes you bump into nothing. I hope the collision reduction helps with that a lot.
Perks:
Grim Embrace: I would change numbers a bit, say 32 meters and block it for 15, then it'd be a great perk that rewards Killers for not camping, 16 meters isn't enough if that is the intention of this perk. But even without the change Grim Embrace might become the healthiest perk in the game, perks that encourage spreading the love and leaving hooks should be very powerful.
Quick Gambit:
Its still bad and doesn't adress the main issue of the perk, it needs a complete rework.
Also do perks trigger "regression events" because if thats the case Ruin will become a liabiliy that exists to help the survivors.
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@Shroompy said:
Compared to my other games, DbD is nothing
If yall are wondering: For Honor, Apex Legends, Overwatch
For Honor is not nearly as toxic as DBD, dominion might be a little bit here and there but definitely not worse than DBD or any other game. Not to mention that the FH players that play duels and dominion somehow couldn't be more different, i very rarely see anyone being salty or toxic in duels.
Apex isn't that toxic either in my experience, its frustrating and full of cheaters but not toxic.
Overwatch is toxic as hell i give you that one, but even then the most toxic Overwatch players pale in comparison to the most innocent and sane Nancy mains which are less toxic and more domestic terrorists judging by the endgame chats.
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I would put Trapper on the very hard tier, Trapper mains need excellent game sense, and near perfect map and game knowledge, and know how to remain unpredictable to play on higher MMR. Hag too if you learn how to use the traps that you use without teleporting in chase.
Doctor is also surprisingly hard to master if you want to enjoy all of his different add-ons.
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Its decent, especially when paired with Babysitter since it makes tunneling really hard with fast movement speed, no scratch marks or pools of blood and long endurance effect which catches most Killers by surprise.
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@Peanits said:
There's a very good chance that it is working as intended. The bonus you see is unique to you, based on things like the skill level you play each role at and your region. With that in mind, it's possible that both Killers of your skill level and Survivors of your skill level are in demand at the same time because your ratings for each are different. The matchmaker will prioritize the role that it needs you for most, even if the other role could use you too.
It's a bit more complicated than it seems on the surface. The distribution of people across skill levels is like a bell curve. A lot of people are somewhere around the middle, but very few are on the extreme ends (high or low skill). If your rating for one role is near the middle, you'll likely get faster matches even if there's an excess of people playing that role simply because there's a ton of people you can be matched with. But if you're a really high/low skill Survivor, you might be in more demand despite it taking longer to find a match because the matchmaker doesn't have nearly as many people at your level to work with.
Is it possible to for someone at BHVR to make a more transparent post on this? Because there are a lot of arguments about balance using "Well if X ain't OP then why does Y have a constant bonus?". Some clarification and explanation would do everyone some good.

