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Iliketoplaykiller

Iliketoplaykiller

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Iliketoplaykiller
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  • Typically 6 unless I was uber tilted and threw the game over that "one survivor".

  • Just m1 every snowman like me PepeLaugh

  • @Aurelle said:

    No, but I've been experiencing a lot of players crashing. Two of my teammates crashed earlier today and I had a couple killers crash as well.

    Yea the last game I had 2 dcs that didn't seem intentional at all.

  • Franklins / noed, easy money as far as tilting someone.

  • The amount of times I’ve left afk people alone and get spammed by the afk crows is so annoying. I personally hook em as soon as I can before I get those annoying notifications.

  • When you play nemesis survivors have 4 health states including dead hard, easy way to lose a game.

  • @[Deleted User] said:

    I'm playing a lot of cenobite recently. I realised how fun it is to go for the solver of the box and keep chain hunts going, he feels quite powerful when i play like this instead of using it to teleport all the time.

    I loved his hoarder / franklins combo but he can feel so ######### when you get good teams who can still manage to grab the box and solve it across the map. Too scared to play him now though because of good teams training the box back to back.

    @lauraa said:

    PH was probably my 2nd dlc killer, first being Plague. Hitting survivors through walls sounded awesome.

    After putting time into him, I felt like I was being punished for trying to be ballsy with my power instead of just going for safe hits only and constantly threaten to use my power like Slinger could. These days PHead feels a little stiff to use, even though I supported his fake M2 spam nerf.

    Maybe I should give him another shot one of these days. I'm currently rekindling my love for Plague, I abandoned her for such a long time. Fearmonger on her is to be feared.

    Yea I strictly use him as a M1 killer and only his m2 on animation locks / pre drops. Nurses calling on him is insanely fun too because you can catch people off guard healing and slap them through the wall. Edit: Hes insane on tight hallways too, thought I was going to get clapped on RPD today with him and I just spammed M2s in hallways.

  • I face the same people back to back all the time, its not cheating. Just the crap mmr system thats in place.

  • Play both, killer will teach you gen layouts and totem spawns.

    Playing survivor will teach you all the survivor spawns and what you are capable of doing as survivor.

  • @GoodBoyKaru said:

    clearly you've just been outplayed by bhvr

    At this point I'm the only one to blame but myself for playing this cock and ball torture simulator.

  • I feel just like a survivor punching bag today, putting it lightly.

  • I wouldn’t say it’s more chill and fun unless your playing in a swf. It’s not the killer I usually get mad at in solo q, it’s usually the other survivors.

    sidenote: if you need people to swf with join the community discord and it’s super easy to find teams.

  • I don’t think they will even reduce map size, further to encourage killers to play nothing but the meta.

  • Weekends it feels like there is a at least a 3 man in 75% of my matches.

  • All it takes is 1 nurse blink to catch back up.

  • @Tr1nity said:

    You forgot Executioner.

    Still dumping bloodpoints in the executioner, working on him atm.

  • @[Deleted User] said:

    What is your win condition?

    3/4k win 2k draw 3+ escape lose.

  • Trickster is probably one of my favorite ranged killer powers. His ability to shut chases down in under 20 seconds is pretty insane, his main event is ass though.

    I enjoyed plague for a bit after the update until I started playing games when I’d puke on survivors and I’d hear them scream but no infection. She’s still really fun but she’s definitely still a little clunky.

  • @zarr said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675686#Comment_2675686

    The last time we got official stats on player population, 4-player SWF constituted 5%. While that is admittedly 2 years ago, we have no reason to assume it has changed significantly, and that is the only objective evidence we have.

    https://us.v-cdn.net/6030815/uploads/UAAA5C067BRY/grafik.png

    Of course, at high MMR 4-player SWFs could make for a larger chunk of the population, but I think it's highly unlikely to be more than 10% even there. I certainly don't see 4-SWFs all the time in my killer games.

    As a by the way: The stats actually showed that the survival rate of 4-player SWFs was not notably higher than the global average survival rate. That doesn't mean SWF isn't a problem, I absolutely think it is and want there to be perk and item/add-on restrictions in place for SWF, but it does go to show that not every 4-SWF is a death sweat squad.

    https://us.v-cdn.net/6030815/uploads/P2K7M37UHFAL/grafik.png

    I would say the evidence is the community discord for finding teams to play with. I’ve gone there and found teams in under 5 minutes I always already in discord and queueing with them. This game is unplayable solo q survivor and I personally wouldn’t play it without a team.

  • @UnknownKiller said:

    Who asked me why camp when no gens left?

    Why should I go to an exit at 99% ?

    As someone who played killer heavily in the past literally no one with experience playing both sides of killer and survivor would ask this question. Just entitled survivor mains who just want free wins.

  • Or maybe even just doubling is main event time window would at least be way better than his current main event.

  • @zarr said:

    Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place.

    I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2. My experience with and analysis of tournament DbD has contributed to my opinion that the game is actually reasonably well-balanced at the top end, and to my understanding of why the game is statistically killer-sided in public matchmaking. Since killers can evidently compete even against survivor teams composed of some of the very best, most practiced players in the world that are also using voice communications (and do so in very efficient ways) and have highly coordinated loadouts, strategies and tactics, it is easier to understand why in the public matchmaking environment where only around 5% of the player pool even are 4-player SWF groups (of which even less use voice chat, and of which in turn only a tiny fraction is as skilled as tournament players, let alone as practiced and experienced as a team), killers overperform. I think in a scenario of a killer player facing four random survivor players (no voice communication, no prior coordination of builds, strategies or tactics) each equally as skilled and experienced as the killer player, the game is actually favouring killers. I would expect the average result to fall around 2.5 kills. Of course, different killer characters and maps affect things, but we know from public stats that none of them favour survivors universally (even the statistically weakest killer on the statistically strongest survivor map still averages above 2 kills), and so I would assume that scales into the theoretical realm of 5 completely equally skilled and experienced players facing off similarly to how the killer-leaning universal balance scales into the competitive realm. That is to say, I would expect most killers on most maps to still fall within a range of 2-2.5 kills.

    One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles. I have never taken real issue with that given that the loadouts in these tournament matches are still entirely comparable to those you will see in an average public match (if anything they are much more optimized), and argued that the overwhelming skill, experience, practice and coordination disparity would already more than make up for loadout differences compared to public teams anyway (meaning even with 10 Decisive Strikes the average public group would still not be anywhere near as competitive as these tournament teams are with their 1 Decisive Strike that they are usually allowed to have), but still, those restrictions do make the tournaments somewhat of an artificially balanced realm.

    In the tournament I'm talking about now, all those restrictions were removed. So not only do you have some of the most skilled, experienced, practiced players in the world communicating with voice chat and coordinating their builds and plays, but they also get to use the most busted stuff, such as 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes. This is a level of play and coordination and of sheer stacked loadouts that you will never see in public matchmaking. ...And yet, as the following stats show, the killers were absolutely able to compete.

    https://us.v-cdn.net/6030815/uploads/D3QJSAMEUAP8/wispy-everything-allowed.png

    So, we have an average of 2.16 kills, again as in all other tournaments a slightly killer-leaning result. We can see that 11 of the 30 matches ended in outright killer victories (3k, 4k), 13 in outright survivor victories (0k, 1k), and 6 in ties (2k). If we take into consideration that 3 times players decided to play non-S-tier killers (Pinhead, Huntress, Oni), we can say that outright victories are basically an exact split between both roles; in terms of kills, 40% of the time killers won, 40% survivors did, and 20% of the time they drew. That's a surprising level of balance given the ridiculous loadouts at play. It is also worth pointing out that killers overwhelmingly often lose less decisively than survivors, which is to say when the killer loses they usually at least still kill 1 survivor (of 13 losses, 12 (92%) were 1 kill losses), while survivors most of the time lose with 0 escapes rather than 1 (of 11 losses, only 3 (27%) saw 1 survivor escape).

    Another argument people may have even if they accept the statistical fact that the game is balanced at the top end in terms of kills, is that it is not balanced in terms of hooks. I unfortunately did not count the actual amount of hooks while watching the matches, but I believe that hook stages can still be used to draw reasonable conclusions in that regard. So, if we assume the typical "the killer can just tunnel one survivor to death and then facecamp a second survivor in the endgame to achieve a "balanced" result of 2 kills" scenario that is often brought up to argue that an outcome of 2 kills does not necessarily mean the match was "balanced" in a "healthy" way, we would expect 6 stages to be the dominant result. Looking at the stats, we can see that of 30 matches, only 6 ended in 6 stages, or one fifth/20%. 22 matches ended with at least 7 stages, meaning 73% of matches were killer victories in terms of hook stages, and they were not achieved simply by tunnelling one and camping another survivor. This is also obvious by looking at the fact that none of the 6 2k matches ended in 6 stages, all of them had more. In fact, as you can see further at the bottom of the stat sheet, the perk No Way Out was used in 66% of the matches, and it obviously encourages spreading out your hooks on all survivors. On the flipside, only 2 matches ended with less than 6 stages, a mere ~7%. It is therefore obvious that in terms of hook stages (and in deduction hooks) the game leans even more toward killers.

    Now it of course has to be noted that this goes for Nurse, Blight and Spirit, players didn't usually pick other killers for obvious reasons. Either way, at least those three can provably more than compete with even the absolute best that a survivor side can put up (which is way beyond what any public group ever will). This is something that surprised even myself. I always knew the game was much more balanced than many people make it out to be, and tournament results have always supported that, but I did still believe that given the ability to use the absolutely most stacked loadouts of multiple purple med-kits with Styptics, multiple BNP, 4 DS, etc., average kills would at the very least be slightly below 2 rather than still slightly above. Pretty crazy honestly.

    In other tournaments even various of the other killers average out around 2 kills and 6-8 stages with 4-kill matches absolutely being possible, but tournaments do show that only roughly half of the killers are viable at the highest level, with only Nurse, Blight and Spirit viable enough to consistently be able to 4k, Twins being a close contender. It also has to be noted that the map pool in this tournament was limited, and although it included Wreckers' Yard, Dead Dawg Saloon, Rancid Abattoir and Gas Heaven which with few exceptions represent the state of balance of most maps in this game, I do think there are more survivor-favouring maps than killer-favouring maps overall. A variety of killers deserve buffs, a variety of maps should be further adjusted. But those buffs and adjustments are not strictly necessary from a public matchmaking perspective - not only can killer players simply choose to play S-tier killers every single time if they so desire, but good killer players win the majority of their pub matches even with the lowest-tier killers. Public matchmaking even with MMR is simply not able to provide good killer players with equal opponents sufficiently consistently. But likewise, the weakest killers could all be buffed, the problematic maps all adjusted, without it all too negatively impacting public matchmaking balance either.

    The perks used here tell some clear stories too. There are only 19 different survivor and 15 different killer perks in the total pool. That shows how limited the pool of the strongest perks in this game is - 34 out of a total 185 perks seeing use. Not only that, but if we look at how often the individual perks are being used, it becomes clear that it's really only a handful for either role that dominate: Dead Hard and Decisive Strike alone already make for almost half of all survivor perks used, with Borrowed Time, Unbreakable, Deliverance and Prove Thyself making up another ~40%. So almost 90% of all perks used for survivors consist of only 6 different ones. For killers it's similar, with Corrupt Intervention, Deadlock, No Way Out, Lethal Pursuer, Ruin and NOED being 6 perks combining for 86% of all perks used.

    I do think a ton of perks should be buffed to get them to a level where they are even approachingly able to compete for slots with perks the likes of those mentioned, but I don't think that the limitedness of perk usage at the absolute top level is necessarily all too problematic. In games there always are a fairly limited amount of S-tier characters and items, and it's no different in DbD. Ideally there would be more for a more varied top-level meta, but in public matchmaking you can already get pretty creative with your loadouts without giving up much. However, the perks do tell us a bit about the gameplay and parts of it could be seen as problematic: The prevalence of DS, BT, Unbreakable and Deliverance show that camping, tunnelling and slugging are the most effective killing strategies that survivors have to combat. Maybe the game could be better if it was reworked to concentrate more strictly on getting as many hooks as possible rather than revolve around these strategies at the top end. On the killer side, Corrupt and Pursuer highlight that the early game is crucial for killers, they have to get pressure up as soon as possible. It could help to introduce an "early game collapse" phase after all, such as simply by blocking all generators until the first chase has begun. No Way Out and NOED on the other hand highlight the fact that killers are at a disadvantage in the endgame - healthy survivors hit with a basic attack can regularly make it to a gate even over large distances, and killers regularly cannot defend gates unless they happen to spawn within close proximity of one another. I personally would not be opposed to the idea of having NOED be a basekit mechanic, without the movement speed boost, giving survivors a totem counter at base at the same time. To bring Nurse and Spirit in line with a NOED basekit reality, I think making Lethal Blink hits and Grudge hits not count as basic hits would be a welcome adjustment (it would be even without basekit NOED).

    Some other notes: No Way Out's popularity shows that even the best killer players expect to get into an endgame scenario regularly in even matches. I think there has to be a change in mentality of players to not consider a game lost just because all generators have been completed. Given a desired goal of 2 kills and 2 escapes, a balanced match obviously has to see all generators get finished. Not only that, but since killers can almost always all but guarantee 1 kill in the endgame, a balanced match much of the time is expected to see all generators get finished with at least 3 survivors still alive at that point. Food for thought.

    I was surprised that Circle Of Healing didn't see more play. It goes to show that other perks are more valuable if you just bring a med-kit. The standard build for most teams was: 4 DS, 4 DH, 2 BT, 2 Deliverance, 2 Unbreakable, 2 Prove Thyself, with everything else being "tech" variations, and Circle not even being a popular tech (only brought in for 3 matches of the 30).

    The problematic add-ons are definitely still problematic: Nurse's range add-ons, Spirit's Mother-Daughter Ring, Blight's Alchemist Ring, Brand New Parts, Styptics, Syringes - these are all blatantly overtuned, and particularly the survivors' ability to bring 4 overtuned add-ons is ridiculous. I would even say it's precisely the ability to bring multiple that makes them a problem - if random survivors only bring 1-2 of these (which is already fairly rare), their impact potential is mostly alright. I think SWF groups should have perk and item limitations in place, such that they can only bring any perk or item/add-on at most 1 time. The killer add-ons should simply be rebalanced.

    Moris are still the most balance-relevant offering in the game. Without map offerings, survivors in this tournament usually burned Petrified Oaks, and their impact on the matches was moderate at most. The Ebony Memento Moris that killers usually burned on the other hand consistently made much more of a difference. Bypassing any and all rescue mechanics (DS, bodyblock and sabo plays, pallet and flashlight saves) as well as saving time and holding positions particularly in the endgame turned out to be crucial at various points in these matches. That said, I still think moris are in a fairly good spot now.

    Final note: The finals of the tournament are actually still to be played out. They will happen next weekend, so keep on eye out on the stream I linked.

    I honestly stopped reading when I got to the only 4% of the players are SWF. From my experience that is a bs number and definitely varies on mmr.

    Edit: you said 5%.

  • My definition of being toxic on killers are just head nods / shakes. Maybe a little spice if a survivor tries to body block me with bt, I’m going to 100% out wait for bt for blocking me.

    Survivor toxicity has nothing to do with skill IMO, biggest thing that rings toxic to me is if a survivor is literally teabagging after every vault, pallet thrown, or just tries to blind me for the sake of blinding when it doesn’t benefit them at all.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2675356#Comment_2675356

    Even better. Survivors are saying how long their que times have been lately. They're wondering why there's a lack of killers

    no way CoH or a perk that pertains to e has any relation to why no ones playing killer.

  • nurse, I’ve played her since day of release and is always that one killer I can rely on when I’m getting stomped on.

  • And we always asks ourselves why isn’t there anymore billy mains? PepeLaugh

  • You could always run nemesis and eat a pallet stun to swap the obsession.

  • @[Deleted User] said:

    In compaison to other killer add-ons? Have you seen freddy's add-ons?

    I don't know I guess like tricksters exposure addon can last for an entire chase as long as you keep lacerations up. Instead hers is like what 4 seconds of exposure?

  • Only time I would land hits through the new pallet validation when I played killer is when you queue up the m1 lunge before they breathe on the pallet.

  • I would take at least ruin out of S tier its usually gone with undying most the time within the first few minutes of most games.

  • @GoshJosh said:

    https://forum.deadbydaylight.com/en/discussion/comment/2673269#Comment_2673269

    I was solo queue. I’ve seen plenty of cheaters recently, but never quite like this one.

    That hilarious then, not for you but that the hackers that Behavior can't even properly ban. Kind of sad if they aren't banning the actual hacking accounts.

  • If behavior ever really gives us tools to "just do bones" and actually destroy totems when snuffing (maybe maybe snuffing a little longer) then boons would probably be tolerable.

  • Maybe you queued with a friend thats cheating? You know guilty by association.

  • Meh I'd rather run kindred over aftercare if were only talking solo Q.

  • @Nathan13 said:

    have you ever had a match where the gate was 99 and you died, but you probably would've escaped if the gate was open??

    Only time its backfired, which has happened many times. Is when the killer is hot on your arse after an unhook and no one is at the gate to open it.

  • Just play survivor so you play with them and not against them. (Joking)

  • I tried this for a week and the only time this logic feels “good” or finding “fun” is when I played nurse, blight, or huntress. Want to play Myers or any of the lower tier killers? Get ready for lots of teabags and other fun.

  • Killer games zero, survivor games tops 20 a day.

  • @lauraa said:

    The voice lines are the only thing that could save this killer

    I think this killer is already DED, then again according to statistics the killer was overperforming, then by dbd logic he should still be playable. However I foresee a lot less of my friend cenobite just like my boy Deathslinger that wasn't compensated enough with his nerfs.

  • @nostrada96ass said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670702#Comment_2670702

    i think boon is biased but meta never changed because of it

    it forcing tryhard? yes but not changed define of tryharding, it has no effect on camp and tunnel

    I think it 100% changed meta lol, the teams I play with always have at least 1 dedicated booner. That’s just my opinion anyways, it may not be meta for all survivors but you can bet at least 1 person on a team is going to bring some.

  • I want to be able to at least get 2ks with non meta killers. This game in its current state and my mmr feel impossible to have good games. Sure I can play nurse or blight and get 3/4ks all day, but I really don’t want to play them all the time. I’m done with the killers mainly because the imbalances between killers powers.

  • @RainehDaze said:

    I've just gone to play racing games or something for the time being.

    Most of the perks I have unlocked are on a killer that just got nerfed, I fully expect my MMR to be flooded with W+Overcome and I have literally no killers levelled who're remotely good at that sort of thing (I guess Billy... maybe? If they don't know how to move aside), and just... boons and gens going pop pop pop.

    I can't even try to get better at loops and have fun in chases because they just don't happen enough.

    I’m tired of playing meta killers to keep up, it doesn’t stay fun playing meta killers non stop for me. It just sucks when you want to play off meta you get hit with that “gen rush” mentality and get utterly destroyed. I don’t want to have to play the meta to have “fun”. I’ve been playing new world but with that game being new and IMO not ready for launch I haven’t found anything else to fill that hole which dbd is.

  • @[Deleted User] said:

    SWF is probably the best way to the play this game. Solo queue survivor in my experience is boring and depressing. Killer is stressful but i do find it fun otherwise i wouldn't keep coming back to this game everyday.

    What makes killer stressful for me is the social pressure. This has gotten worse with MMR. It feels like the game pretends to be balanced now when it is really not. So when you get anything less than a 4k and a survivor(s) wins, it feels like you lost. You get shamed for losing and when you win you get judged for the way you played. It is not nice, especially for someone like me who is very lonely IRL. I still want to play this game though so i am taking steps to not let the people in the game get to me so much.

    ######### hmu to play some survivor, or one thing that blows my mind in this subreddit is people constantly complain about having no friends that play or have played.

    I'm in the same boat all my friends quit survivor and moved on, the lucky bastards… but anyways behavior has a community discord where people are always looking for groups. The most recent group I’ve found is extremely entertaining to play with and they aren’t the greatest players. I have at least found some enjoyment from this game again, however I am not going to willingly play killer anymore other than kyf.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/2670662#Comment_2670662

    I hoped they will give Killer options to destroy Boon totem so they cant re-bless (in return of reveal himself doesnt have Noed) would be a fair choice. Since Survivor can either destroy or Bless.

    But not, they introduce Artist Hex that able to re-build totem, which mean Killer will not able to destroy totem by any mean because they would make Artist Hex works for themselves.

    Killer cant pick totem for Hex, Survivor can pick totem for Boon. Hex can be gone, Boon is unlimited. Killer can not break totem to prevent Boon, survivors can break totem to prevent Plaything & Noed.

    Totem game is fully controlled by survivors.

    The Boon designing convinced me the game is far survivors sided.

    100%. It instead we get a patch & notes from devs that was pretty much game breaking for boons. Stating “for you killer mains” lmao, if that dev ever reads this I won’t ever forget that line.

  • @xili84 said:

    I feel ya. Yes gen speeds are fast on their own. But the amount of hackers among survivors is just too crazy right now... And the game is about to go free tomorrow on Epic Games... Expect a spike in even more hackers.

    Just had a game where 1 person was dead. 1 person on hook. 1 person in chase. So while I am chasing this person, the hook gets saved. almost INSTANTLY after that on the other side of the map the gen pops. Impossible unless he teleported.

    I now have another person hooked. So 5gens done. I see 2 ppl on the other side of the map with BBQ. I go for one with a semi proxy camp and I chase him back to the hook... where I see the hook getting saved and the gate is alrdy 99... everyone gets out... Impossible with the time they had.

    Some hackers really think people are stupid. That was not even subtle...

    Sorry just needed to vent as end game chat was full of denial as usual.

    Let it out man, venting does help a bit haha. I didn’t even bring up hackers but I always get the hackers with a few % on their speed. It’s like dude your hacks are totally not obvious lol.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/297554/so-i-think-i-m-done-with-killer

    I...feel you.

    Even games where you lose as survivor are substantially more relaxing than playing killer is a lot of the time. Boons...boons were a mistake.

    BHVR have got a job of work ahead of them, because survivor queues just seem to get longer and longer.

    Yep no boons changes were kind of the nail in the coffin for me, since I actually cant “do bones” and just get a simple snuff that’s enough for me. I 100% agree with you, it even feels good when you die and the majority of the team makes it out.

  • @Thunderfrog said:

    Hit validation is like punctuation. Some people understand it and some people don't.

    I see what you did there.

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