Avatar

I_CAME

I_CAME

About

Username
I_CAME
Joined
Visits
0
Last Active
—

Comments

  • @I_Cant_Loop said:

    It’s incredibly telling that none of the usual suspects who come to this forum to claim that they never escape have posted their stats. It leads me to believe that their actual escape rate is probably a lot higher than they want us to believe.

    I didn't post my stats because it was confirmed that it's counting abandons as escapes in the stat tracker that players use. You can't really learn anything from inaccurate numbers. What does this prove? My number might say 64.71% for the last 30 days but I know it isn't accurate. The numbers are inflated and don't mean anything until Behavior fixes the problem.

  • @Senaxu said:

    https://us.v-cdn.net/6030815/uploads/RCF3N9HX7OK8/grafik.png

    https://us.v-cdn.net/6030815/uploads/3KW88WIP7E10/grafik.png

    Interesting trend overall. I’ve mostly been playing solo Survivor during the event period, and my matches were definitely on the rougher side… especially with how frequently Ghoul appeared (sometimes 5+ times in a row). That alone can skew stats a bit, especially for solo queue.

    What’s also worth noting is that the official DBD stats page records abandoned matches as escapes. So when you get slugged at 5 gens, abandon, and the killer bleeds everyone out, the stats will still show that as an “escape”… which obviously doesn’t reflect what actually happened. Internally, MMR treats it as a loss, but the public-facing number misleads both players and analytics.

    That might explain why some escape rates seem inflated lately. If that behavior continues across the board, it’ll be difficult to interpret the data meaningfully… especially when combined with other extreme match conditions introduced by this year’s event.

    I had forgotten about abandons counting as escapes for whatever reason. I checked my recent matches and sure enough it said I escaped in the matches where I abandoned. I feel like this is something that should be fixed sooner rather than later.

  • In my region the event queue for killers is DOUBLE the normal queue. It's just a horrible event and miserable to play on the survivor side. I dropped the event queue entirely after doing my challenges. Slightly more bloodpoints is not worth the headache.

  • @I_Cant_Loop said:

    How often are you seeing DC’s in your matches? Your have a valid point if DC’s occur in like 50% of matches, but in my experience it’s not even close to that. Especially now with the harsher DC penalties.

    I’m a very mediocre solo queue survivor player and I manage to escape around 40% of the time according to my stats. I don’t believe the escape rate stats are wildly inflated.

    It's hard to say. If it's not significant then why leave them out? It's a bit weird to not count them. Especially since we have bots now. Maybe it's only a few percentage points but we will never know for sure unless they tell us.

  • @Teroo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3952706#Comment_3952706

    But why would you reduce amount of cakes spawning? :|

    And are you going to increase it or not?

    Yea this is a weird change. I guess people were having too much fun or something.

  • @Matukas said:

    pies seem to be about the same rate as terrormisus last year, got around 220 for 3 prestige levels.

    Two prestige levels with bulk spending was around 90 for me on Wraith. Two prestige levels with bulk spending for Nancy was 65. The number definitely feels lower but I did not count how many I was getting last year.

  • Didn't Mandy just confirm that the kill rates haven't changed?

  • I don't really have a problem with the new system. My problem is more with the 20 game requirement. DBD doesn't even have a ranked mode so i'm not sure why we have a penalty this harsh. I am the type to never DC so I don't actually have any points and I still think it's too harsh. In my experience it hasn't actually stopped people from DCing. I still see it happening quite a bit. I played a dozen matches in the event queue last night and had someone DC in almost half of my matches. The most impactful change of the patch was stopping people from going next on the hook.

  • I think i've had enough of the event queue after a dozen or so matches. Playing Lights Out against a three gen Skull Merchant would be more enjoyable than this.

  • @[Deleted User] said:

    It was like this last year too. Horrible event, glad it's going away.

    Bold of you to assume they won't ignore feedback and just add these abilities to whatever the next anniversary event is. I fully expect to be dealing with this nonsense again next year.

  • and all of them run the exact same hex build with the screaming add-on. (in my games at least)

  • @halcyondays93 said:

    I did some testing. I put 2 prestiges into Ace and Jake using the regular method and got 35 and 38 cakes respectively. I then put 2 prestiges into Leon using the bulk spending option and got 68 cakes. It seems that, if you're not P100, using the bulk option might give you more cakes.

    I can confirm this. Bulk seems to be the way to go in this scenario.

  • @LordGlint said:

    This was from using the bulk BP system for 3 prestige levels on Springtrap...

    https://us.v-cdn.net/6030815/uploads/EYU45031U7M7/1000001785.jpg

    That's a little more than 1 cake per bloodweb on average.

    I wonder if it's more of an issue with the manual vs bulk bloodpoint spending. I was doing manual at first and got almost nothing. Then I did two prestige levels on wraith with bulk spending and got 95.

  • The spawn rate is just bad in general for me. Like this is the only reason people even play the event.

  • My first game was a P100 Blight who tunneled someone that was clearly brand new at five gens. Four slowdowns too. Great matchmaking. This match was basically everything wrong with DBD on the survivor side.

  • My incentive has been messed up since Lights Out. It's like a switch was flipped overnight and it never changed back to the way it used to be. Survivor should have a massive incentive at all times with how imbalanced the queue is. Still doesn't happen.

  • Seems like it would be easy to let us abandon in this situation.

  • It already got leaked. There's a post on reddit and it hasn't been taken down yet. Devs even posted in the thread. It seems pretty bad from a survivor standpoint. Killers are getting remote hook, remote pallet break, and reduced stun. I am not going anywhere near the event queue except to do challenges.

  • @ratcoffee said:

    Here's my perspective:

    Having DC penalty tied JUST to time elapsed is a bad idea because theoretically every single match could be ruined by someone deciding to leave - they just decide that's going to be the last game of the day and they don't have to actually face any consequences. Realistically to fully prevent the worst case scenario you need to have a games played component to the penalty.

    The games played buffer also needs to be greater than 5, because there are 5 players in a game. If you can freely DC once every 5 games, that's one DC per game between 5 people; every game could get ruined by a leaver with no punishment.

    IDK if 20 is the right number, but there needs to be some games-played component to reducing the DC penalty. Maybe they should reduce it to 1 in 12 matches or something

    "But I'm a casual player, I don't have time to play a bunch of games to get rid of the DC penalty" Consider, there might be a bunch of casual players in your game who also only play a few games every now and then, and now one of their few games was ruined because of your DC.

    "If I have to wait out this super long penalty, I'll just not play" Good for you. If you don't want to play, don't play. People should queue up for DBD because they want to actually play the game of DBD, not because they want to do some random generic free-time activity.

    I mean this as genuine advice, I'd rather you engage in an activity you actually enjoy enough to not quit partway through. There's a bunch of free games on steam ranging from comp shooters to relaxing hidden object puzzles. Heck, you don't even need to play games, you can get some other hobby. I learned how to make homemade marshmallows recently, that was fun. Not playing also sends the message that the game isn't fun as-is.

    Ten matches would be enough. DBD does not have a ranked mode so there is no need to be overly harsh. It would still be significantly better than the old system. I never did like the "free DC" that people had every day.

  • @LordGlint said:

    Im just curious how this'll work with flashlight squads and such. Slugging is THE counter to sabo/pallet/flashlight saves. Im curious how rampant that'll be here. I kinda wonder if the devs are doing this as a test of sorts.

    It's 100% a test. It already has support from the content creators who have a direct line to the devs. I've recently heard several of them talk about their support for basekit unbreakable under certain conditions. This is definitely something that they are considering for the main game. At this point they're probably just trying to figure out exactly how strong to make it. I'm assuming they will take the data from chaos shuffle and use that to tweak the numbers before it goes live.

  • There is a large imbalance in the number of survivors vs the number of killers. It's probably making the already bad matchmaking system even worse due to how the search expands over time. You're probably being matched with people who are way out of your league. I've played five matches since the new update and have felt like the people I went against were significantly below my skill level.

  • The main difference is that DBD does not have anything resembling a ranked mode. Typically, this is where the harshest penalties come from in most games. The matchmaking is so bad in DBD that people like Hens, who are advising the devs, will openly tell you how bad it is. You need some form of penalty for leaving, but i'm not sure if it's the right approach for a game like DBD. Harsh DC penalties make sense for a well balanced ranked mode that actually matches people of equal skill. It does not make sense for a poorly balanced casual mode that just randomly throws people of all skill levels together.

  • I've heard conflicting things about how abandons change your stats. Some say you need to hook them and it counts as a kill. We know in this scenario that many people will just leave instead of wasting time hooking all the bots. Others say abandons just don't count as kills in general. This seems like a pretty massive oversight either way if true. It could make the kill rates seem significantly lower than they really are. I haven't been able to play much killer since the update so I can't 100% confirm any of this. Also agree that being forced to wait it out just to preserve your stats seems awful. I don't want to get a 4K and have it not count in my stats because I clicked abandon after I have already won.

  • @Rudjohns said:

    If a killer downs a survivor at 5 gens, and no gens have progress (because lethal pursuer, corrupt etc), then the killer has the giant lead. The survivor is unhooked and the killer is back to tunnel them out. At this point, the game is already over for survivors. Might as well go next as fast as possible. I don't blame anyone wanting to go next.

    This game needs something to prevent this

    That's why Behavior's upcoming anti-tunnel needs to actually address hard tunneling a single person from the start of the match. I hope this is the case and it isn't some lazy nonsense like "survivors will receive a 1% repair speed bonus if the same survivor is hooked twice in a row".

  • @Rogue11 said:

    Maps that weren't tiny empty dead zones with no fog with occasional pallets that are so weak they're only useful for dying under to hope your teammate can use for a save.

    Exactly this. Map design is easily the worst part about the current direction of the game. (imo at least)

  • @ThatRyanB said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3946245#Comment_3946245

    Thanks for flagging this! I can confirm that the team is aware of this issue and are actively investigating a fix for it. Once we can confirm it's been resolved, I'll be sure to come back to this thread to let y'all know!

    I just wanted to say that the stat tracker is not counting survivor abandons as kills. Is this intended? Like if a survivor abandons then it doesn't even seem to count as a kill for the killer at all if you sacrifice the bot. I'm not sure if this is happening to everyone but it seems like a fairly big oversight if it is.

  • I'm more concerned with whether or not this extends to their official kill rates or if it's only a bug with the stat tracker for players. Like if someone abandons does that not count towards the official kill rate? I think this is important since they seem to heavily base their balancing decisions on what the kill rates are.

  • @Willish said:

    I can't believe they have left Haddonfield with 7 pallets for this long. two of those are edge map pallets and useless.

    This is the craziest one to me. Like how can anyone look at this map and think it's fine with how much stronger the average killer is now? Like how hard is it to add a few pallets, a decent window, and maybe another house?

  • Can anyone else confirm if this is true? Stats are useless if they are not accurate.

  • I just bought an Xbox controller. I don't normally use it for DBD but it works fine on PC.

  • I really want to know what the reasoning is for this game refusing to have a functional MMR system. I was watching Hens yesterday and he started to openly mock a viewer for suggesting that "high brackets" exist in this game. Even the content creators who are advising the devs realize it's a joke. Not only realizing it but openly acknowledging it on stream. Who is this system for anyway?

  • Hopefully it stays off for the duration of the anniversary event. It would be bad for new players to get hit with false positives and then be stuck with extremely difficult to remove penalties during the biggest bloodpoint event of the year.

  • Enjoy playing five hours of matches to get rid of it.

  • @Elan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/448335/when-are-you-guys-seriously-gonna-do-something-about-haddonfied-and-other-barren-maps

    Haddonfield is still most balanced map, even after windows been nerfed. It's small map, so it doesnt give advantage to mobility killer and not the other way around either. Main issue is that houses have plenty of god loops I see no one using as survivor, and there is also one god loop outside. I'll help you understand that.

    Left corner house has one decent window and one god window on first floor and one god window on second floor, leading to either god loop or "shack" pallet.

    House of pain has one god pallet downstairs, one good palet upstairs and one not so good pallet outside or good pallet in front.

    Right corner house has the same as left corner house, but has garage and pallet on first floor.

    Main building has one good window and two very bad windows. But has one good window outside and one good pallet behind.

    While some RNG might be worse, Haddonfield is by far the only balanced map and with enough knowledge is pretty good survivor map still.

    I've seen comp teams lose to random legions and onryos on this map. There is nothing balanced about it. You won't gaslight me into believing it is either. The only map that might be worse is Forgotten Ruins.

  • @Xxjwaynexx said:

    I also think that people being able to show their KR stats is also contributing to it. Some creators like to put a lot of emphasis on those KR as if they show good you are. I think average hooks at different gens stages would be a better stats or win percentages. Either way this and the DC penalty which is absolutely absurd are my picks.

    You're probably correct with this take. Not saying it's the only reason but I do believe it's a contributing factor. I was talking to a friend about this and we both agreed it was going to lead to an increase in sweaty gameplay for the sake of inflating your stats.

  • @MrMori said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3944875#Comment_3944875

    Agree to an extent. But disconnect penalties being based on your recent games instead of going down automatically is a good thing, it stops people from DCing daily, especially on their last game of the day because they know they won't get punished as long as they wait until tomorrow to play again. Say someone plays 3 games a day, with the old system they could basically disconnect one of them for free, that's not good. But with the new system, let's say it was reduced to the last 10 matches, you'd only get 1 "free" DC per 10 matches. Unfortunate if you lose connection of course, but if you're losing connection in over 10% of your matches then that's a big problem for not only yourself but also everyone you play with, right?

    The crows are too aggressive now, but the collision loss can stay, that's a good change. But go next prevention… yeah just delete it for now. Maybe try again later. Putting such an aggressively penalizing system in the game during a chapter launch with so many new players is a weird move for sure.

    I agree with you that the old system was problematic. My problem is with the numbers more than the new system itself. Also do think that it should be reduced to the last ten matches and it would be more reasonable. It would still be a huge upgrade over what we had before and would not be as strict as what we have now. I'm hoping Behavior agrees that it's a fair compromise.

  • They don't need to kill switch the system. They need to delete it entirely because no one asked for it. Just admit that it was a mistake and move on from it. What people wanted was for people to stop going next on the hook. That's all we needed and then we could have looked into something more if it turned out to not be enough. This kind of draconian crap is ridiculously harsh and is never going to work the way that Behavior thinks it will.

    I'd honestly make the same argument for the new point system that requires you to play TWENTY games to lose part of the penalty. Do people realize how much time twenty games is? If you assume a match is twelve minutes then that's FOUR HOURS in game alone just to go down one level. Not even counting the time you spend in queues, menus, loading screens, etc. Also remember the penalties no longer go away over time anymore. This kind of stuff is only going to drive people away in the long term.

  • They should have just deleted them outright. 20% makes them useless to the point where they will never be used. What is the point of keeping them around at all?

  • I've only played two games. In my second game someone immediately DC'd after being the first down. Then another person ran to the killer and gave up. Then I was forced to play out ten minutes of a game I had no chance to win. I did not have a good time.

  • @Daniel_Silva04 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3943863#Comment_3943863

    How happy! I hope it stays that way. Map offerings shouldn't even exist.

    Then delete them entirely? Not sure why this is complicated. At least then we can get more BP offerings. This game already has a major problem with there being an enormous amount of useless junk that nobody uses. In their current state no one is going to bring them once they realize how bad they are. What purpose do they serve?

  • My escape rate is quite a bit above the average but I do not believe it's actually that high since it contradicts the stats I track for myself. I assume they just aren't counting any games where someone disconnects? Similar to when they release kill rates I guess.

  • This is like survivors asking for the killer to be teleported to the exit gate so they can make sure the killer sees them teabagging. Nobody cares about watching you mori them. Everyone has seen these animations 50000 times and it only serves to waste the player's time.

  • Not a big enough nerf for Blight. Wouldn't do anything to Nurse.

  • Is this bait?

  • I'm sure you only play against comp SWFs every match.

  • @QuestionMark220 said:

    54% KR after nerfs. Survivors stop crying please. What do you want? 40%? 30?

    People still quoting nightlight as a reliable source in 2025. The site that shows Blight at a 52% kill rate. I'll be here when they release the new batch of stats that show Ghoul at 65-70%.

  • The 500% bloodpoint bonus that survivor is going to get due to the 30 minute killer queues.

  • They're never going to share this data. People would rightfully point out how one sided the average match is and they don't want to deal with it.

  • @mecca said:

    Survivor is very unplayable with the current balance. Seeing the gates opened is so rare and it's reflected in how everyone plays.

    Which is being reflected by the increasingly long queue times for killer. It has gotten bad enough that Hens was on twitter whining about it the other day. It's only going to get worse with Springtrap and the go next system. The go next system in particular will result in more survivors being locked out of the queue or just not playing altogether after having to play out a string of frustrating matches. I can't see how it DOESN'T increase queue times.

1 2 3 4 5 6 … 31