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JeanCharpentier

JeanCharpentier

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JeanCharpentier
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  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894938#Comment_2894938

    The game doesn’t “become a sweatfest”, you just are frustrated once you start having to play harder to get 4ks. Nothing is forcing you to “sweat”, play the game however you want, but it’s unreasonable to expect to consistently get 4ks against people your own skill level if you’re not playing as hard as they are.

    There are not enough killers for them to be matched against survivors from their skill level.

    So high SBMM survivors are matched against average MMR killer. The game is already impossible for high MMR killers against high MMR survivors.

    So imagine for an average killer that just want to play for fun : 1 hook and the doors are opened. Wow what a good game.

  • @MetaBuildSurvivor said:

    https://forum.deadbydaylight.com/en/discussion/318454/they-said-steam-charts-are-finally-going-up

    Cool now posts the player numbers for all platforms... You're selective choosing your data and presenting what numbers you want to show, aka cherrypicking.

    There is no data for console. But it's the same, why should it be any different ? Consoles have framerates issues on top of that so i guess it's even worse.

    When a multiplayer game is dying on PC, it is also dying on console : Evolve, Overwatch, Halo, Smite etc...

    Do not forget that Sadako is a major addition to the game, horror culture wise. Ringu is number #1 for the horror genre fans and by far (with Pinhead). Both have been released in the last 6 months and the playerbase has been divided by 2.

  • @Valik said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894452#Comment_2894452

    Yeah, other than the fact the game has been steadily growing for the past 5 and a half years, and now it's seen an explosion of negative press, community backlash, and player discontent.

    The past 7-8 months have been brutal. Not just for the charts, but for players.

    People complaining on forums, in the game, on reddit, on Facebook, more than EVER before.

    Pair that with the numbers you see.

    Here's a pro tip for all of you noob statisticians.

    If you double your buyer base and sustain it for 3 months - then everyone begins to rapidly leave after a controversial call - what is your deduction?

    Did you double your buyer base and fail to retain market penetration? Sounds like a pretty big fail.

    Did you experience a bubble by sheer chance and fail to retain market penetration? Sounds like a pretty big fail.

    Even if all of these numbers are inflated from 'Rona and RE chapter with the 5 year anniversary - creating a massive bubble - the devs managed to take that little bubble and pop it with a blowtorch.

    A good company would have seized the market and did everything they could to retain that new interest group. Not only did they fail miserably, but they're also managing to drive away their core market and create increasing contempt wherever they can.

    https://forum.deadbydaylight.com/en/discussion/comment/2894481#Comment_2894481

    This sort of logic is what gets you to flunk out of Business 101 and Statistics 101 at the same time.

    https://forum.deadbydaylight.com/en/discussion/comment/2894561#Comment_2894561

    The world is burning.

    Very silly people run great franchises into the ground and eviscerate their own product as lackey executives watch onward and consumers move away from the franchise... it's depressing.

    I'd love to meet the people over at Behavior and... I don't even want to give them a piece of my mind. I'm just curious as to what goes on in theirs. They may have some perspectives that we don't - some challenges we cannot see - but regardless, it doesn't excuse that the DOA MMR system and Boons blew this game's knees off, making it crawl for 7 months... and perks that desperately need attention, which could be fixed with a few forays into the code, likely will languish away in the dungeon for years before getting attention.

    Get a good team in that company and they could flip the game upside down for the better. People make entire games in 24 hours, imagine what a team could crunch out in a couple of weeks if given the directive.

    How these devs fumble the ball so horrifically and continue to show contempt for their buyers and a complete misunderstanding of their own product at every turn is astounding.

    https://forum.deadbydaylight.com/en/discussion/comment/2894575#Comment_2894575

    You know, McDonads started out with a small building and only a few thousand customers.

    It's only natural that after opening a second location and doubling their customers, that half as many returned to each location.

    If you ran Starbucks, you'd think that 1.5 people should purchase from each location, because markets don't grow and consumer bases don't expand and there is no such thing as retention.

    No, McDonalds losing half of its customers wasn't the controversial change to pumpernickel bread and getting rid of ice cream. It was the second location.

    Because what they teach in Microeconomics 101 is that when people buy your product - all of them will hate it and never buy or use it again - it's just FAKTS.

    Those devs do not interact with the community and do not know what to do with DbD.

    Last map (for the artist) is, for exemple, way too big while the community told them 1 million times that big maps are unbalanced and heavily favors the survivors. Even with the nurse you need 6 blink to cross it.

    4 DH in a SWF is way too strong but again they haven't react for 4 years.

    I think those guys love to torture their playerbase to the point we all go into a burn out.

  • @katoptris said:

    See you next update

    15 killers in queue for 2226 survivors during peak hours in the USA 😊

    Continue to troll, you are participating to kill this game 😊

    Soon there will be 3 killers for 5000 survivors 😊

  • @JeanCharpentier said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894737#Comment_2894737

    It is pathetic cause it shows that DbD is in a worst state than what everybody thought.

    During peak hours, in queue there are 7 killers for 2226 survivors. That's what the datas are showing. There are no killer anymore. Moreover, BHVR want to add "rewards" if you play the role with the least players soon, as in Overwatch.

    All this because SBMM. But they do not plan to remove SBMM, do they think they are right about this system ? I mean, seriously ? 😂

    Imagine having 7-15 killers in queue at peak hours when you have sold 50 millions copies...

  • @MrPeanutbutter said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894654#Comment_2894654

    This is just sad and pathetic if they are removing these posts. Players continue to be frustrated with the lack of transparency from BHVR, so they have to take matters into their own hands to try to figure out what’s really going on with the game. BHVR obviously allow plenty of criticism on these forums, so it’s not like they are censoring all criticism and scrutiny, but there are still examples like this where they are further antagonizing the player base by actively fighting against transparency. Most people who are criticizing the game love it and just want to see it succeed. Be open and honest with the player base about the problems with the current state of the game and let everyone see the data. This would build a lot of trust and goodwill with the community.

    It is pathetic cause it shows that DbD is in a worst state than what everybody thought.

    During peak hours, in queue there are 7 killers for 2226 survivors. That's what the datas are showing. There are no killer anymore. Moreover, BHVR want to add "rewards" if you play the role with the least players soon, as in Overwatch.

    All this because SBMM. But they do not plan to remove SBMM, do they think they are right about this system ? I mean, seriously ? 😂

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/318480/how-to-have-fun-playing-killer

    As someone who's been working hard to try and learn survivor as a 700 hour killer main - both roles have their frustrations.

    SWF against killer...the killer has a miserable time.

    Solos against a decent killer, especially a camper - survivors have a miserable time.

    Killer is a role where everything is on you. Any mistakes you make can lead to an escalating catastrophe. But you are beholden only to yourself, and if you're good, you can do well.

    Survivor is a role where a single teammate trolling, suiciding or just playing poorly can turn the game into a session of uphill ice-skating. Similarly, any mistakes you make can spoil the game for 3 others.

    https://forum.deadbydaylight.com/en/discussion/comment/2894799#Comment_2894799

    Please, for the love of all things holy - don't. I already run into way, way too many evidently smurfed killers at my terrible lowbie MMR. When you're a 1350 hour Oni slapping the pants off 80 hour players...I don't get why that's in any way fun.

    BHVR's job to make the game enjoyable for both sides but they are terrible at it 😂

  • @MikaelaWantsYourBoon said:

    New players should never face with exp players. This is seriously so stupid.

    Add different MMR for new survivors and killers. And all people, who under 200 hours should play with each other. After 200 hours, they can play with normal mmr players.

    There are no baby killers anymore because they are matched against strong survivors.

    I will explain you how MM works. It favors low queue time instead of fairness.

    1. High MMR survivors have 0 opponent cause killers get bullied so much, they cannot go up in MMR
    2. MM wants to make their queue time as small as possible, it gives them the first killer available
    3. this killer is a baby one, he gets reckt, after 3 games like this he never plays again
    4. survivors queue times go up

    Only camper/tunnelers are still playing (mostly) cause it is the only way to win a trial now, everyone else has left the boat. I have always played fair as a killer and if i win, at the end many survivors thank me for playing fair... they are so used to camper/tunneler.

    But fact is that survivors are often super toxic so now idc, i play nurse, proxy camp, tunnel, slug and play as dirty as i can and if survivors have such a terrible time that they want to uninstall, idc.

    So new survivors are facing killers like me that are pissed to play fair and have decided to abuse broken things as survivors do. And guess what, when the killer plays fair, he has a terrible dirty experience and is bullied. When the killer camps/tunnel and plays super dirty, survivors have a dirty experience.

    But survivors are so dumb that they continue to try to bully the killer 😂

    And now you only have killers that try hard and it is well deserved.

    Cannot wait to see the playerbase in 2 months 😂

    Hope surv mains are enjoying Blight/Blight/Blight/Nurse/Blight/Blight/Nurse/Nurse/Blight 😂

  • @Predated said:

    https://forum.deadbydaylight.com/en/discussion/comment/2895273#Comment_2895273

    So let me get it straight, you went in a fight against me with an assault rifle while I picked a wooden stick. I would have known that an assault rifle was possible, because weapons were allowed in the first place, then I decided to go with a stick. How are you possibly the toxic one for me making a decision I know is not gonna end up well for me?

    As for when infinites were in the game, guess what else was in the game: Iri hatchets+infantry belt+1 hook Ebony Mori. There wasnt a single day where I didnt see a huntress run this, then proceed to proxy-camp. Was that not killers abusing something that was broken? Or Ruin+Undying(on release, not the current one) being spammed every single match. Undying was meant to give Hexes a second chance, not respawn hexes at full power. Was that not abusing something broken? Or Nurse with 5 blinks, increased recharge speed and Tinkerer, giving her 5 blinks and practically infinite blinks, allowing her to search the entire map within 20 seconds and downing survivors within 10 seconds on average(because how are you going to dodge 5 blinks?)

    Not even talking about the amount of killers using Pain Resonance, Pop and Ruin together with Tinkerer. Or Blights using Alchemist Ring and Adrenaline Vial.

    You see how all your complaints start breaking down when survivors have to consider facing that loadout? Again, Survivors do not know whether you pick a stick or an assault rifle. They simply have to come with an assault rifle incase their opponents come with an assault rifle, then you come with a stick and then cry that they picked an assault rifle and call them toxic for "daring" to assume you would pick an assault rifle, when 80% of their opponents pick the assault rifle.


    Yes it was killers abusing game mechanics and you know what, they removed it but survivors are still at the same spot for years now.

    So what do you propose ? That all killers stop to play ? Or maybe that we all play OP META perks Nurse + camp/tunnel ? Oh crap, that is what is happening right now :). Hope you will enjoy it.

  • @jellymaine said:

    Matchmaking is really the only thing to blame here. I play with friends sometimes and we still get crushed. 4-man SWFs that consistently demolish killers should be matched with super strong killers. Also, survivors play sweaty in response to killers playing sweaty, and vice versa, so you can't really blame one or the other. The problem is if we want a chill game, and don't sweat, matchmaking will still put us with sweaty players because matchmaking is broken af.

    Yup, matchmaking and RNG garbage maps.

    1st game today, here was the map layout :

    • 3 LT jungle gyms
    • 2 pallet/window jungle gym
    • 1 shack
    • B main with two windows
    • 4 strong loops with 1 pallet

    Shack was at a corner, next to it :

    • on the left : 1 strong loop and next to it 1 LT leading to one pallet/window loop leading to one strong loop
    • on the front : 1 strong loop leading to B main/2 windows
    • on the right : 1 LT leading to a pallet/window loop leading to LT leading to 1 strong loop

    Played Billy and faced 3Q + 1 random (maybe SWF but not sure) with items and full add-ons. Cannot do anything against this Layout. It is not even playing against the survivors, at this point i t is just playing against the map.

    What a joke. They cannot even code balanced map layouts but they want to code a working matchmaking.

  • @dspaceman20 said:

    Ok are things

    1. Using perks are not abusing them. Please stop saying that if it's in the game it's completely legal.

    2. I'm confused are you saying it's toxic to use good things because it's not both killers and survivors uses really strong and busted stuff that doesn't make it toxic

    3. Honestly would you be saying this if killers were doing it? What about the killers that in your words abuse meta perks and addons are they toxic too? Depending on your answers will reveal a lot

    1. Using perks are not abusing unless you spam them on 4 survivors to the point it is totally shifting the balance of the game with a 99% win ratio for survivors
    2. It is toxic to spam those perks to get ez wins, you all cry here when you face a nurse, even more when you face a nurse with agitation/starstruck and you call it broken, so when a killer is broken it needs a nerf but survivors using every OP mechanics they can is okay
    3. A killer cannot abuse it as it is one vs 4, he cannot spam 4 times the same perks. And yes, a Nurse using Meta perks, proxy camping and tunneling is abusing game's mechanics.

    I'm objective on both sides as i play both. You guys here are deeply unskilled survivor mains to legitimate the spam of DH for exemple. It has been 2 years i'm playing without this perk as i know trolls like you will abuse them.

  • @Dionysus42 said:

    Nobody ever faces SWF you're just paranoid (but if SWF was nerfed even slightly the 'game would die!11' because 'everyone wants to play with friends')

    There is a guy that used a script to gather players info in lobbies. compare their profile to see if they are friends etc...

    At high MMR most team you face are 3Q and SWFs nowadays.

  • Honestly, most players are survivor mains, there are like 3.5k killers left, no wonder everyone is siding with survivors.

    Will laugh my ass off when in a few months dbd is empty of killers.

    Will come back here check you all crying. 😂

  • @The_Krapper said:

    You're not facing only swf you're just paranoid.

    High mmr is a ######### ton of swf...

  • @Pulsar said:

    How can you know for sure that they are SWF's?

    You have a detector or something?

    Likewise, they aren't abusing anything. They are using perks/strats/items in the game. Don't blame people for using them but you can definitely make your displeasure with said things known to the people who have the power to change them.

    Huge communication and synchronisation for bodyblocking. At high MMR it happens a lot and most of the time they all have the same nationality.

    Using perks/games in the game doesn't mean they do not abuse. You guys should start to learn the meaning of a word before stating such things.

    "Abusing game mechanics" means you are using broken things/unbalanced things to win. A SWF bringing all META things + strong items = abusing game mechanics.

    Survivors running an infinite at every chases = abusing game mechanics (when they existed).

    In a FPS, using a broken weapon when everyone know it will get nerf in a few weeks = abusing.

    Whatever, defend the not defendable, 2 months we talk again about how many killers are still playing.

  • @HaunterofShadows said:

    Yeah because using perks and items is abusing them. Bodyblocking is not toxic, nor is using dh. Does dh need changing Yes. Does bodyblocking no. But nothing you listed is abusing anything. Yeeesh

    When in a trial you have 4 DH, 4 yellow items full of add-ons, bodyblock, BT, DS and gen rush to a point that only Nurse could deal with those guys, yes it is toxic.

    If i go in a fight against you with an assault rifle while you have a wood stick, i do not think you would find it non toxic.

    And when infinites were in the game, was using them abusing something broken ? Yes it was.

    Abusing META perks + items on 4 survivors, with the amount of safe loops/maps and the gen speed, it is abusing something broken.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894764#Comment_2894764

    Nah, but everytime this topic comes up it only shows the stats from September until now. The stats before are not shown. The screenshots are always cut at this point.

    This is either coincidence or ill intent.

    image.png

    Small drops here and there but nothing comparable to what we are seeing today

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894463#Comment_2894463

    The people in matches were in queues before.

    Lets make the math, just as an example:

    40 Killer in Queue and 2000 Survivors in Queue. This is a ratio of 1:50.

    Now we have 20000 players in matches. This is a 1:4 ratio, so we have 16000 Survivors and 4000 Killers playing.

    This means, at this point, 22000 Survivors and 4040 Killers are online. So the actual ratio of players playing is around 1:5,45, so for each Killer, 5,45 Survivors are playing. Which is not bad.

    You can do that with actual numbers and you will notice that the result is not even close to something like 1:50 or even 1:30 or 1:12. Looking only on the players queuing up is wrong, you have to keep in mind those who are playing, because those who are playing are in the ideal 1:4-ratio.

    (Obviously, you have some other things to keep in mind like players just having their game open and not queuing or playing or Survivors requeuing because they died in a game, but there is no way to calculate that)

    EZ maths.

    Queue times at peak time are around 10 minutes for the survivors (8-10 minutes). It is the lengh of 1 trial.

    It means that when 4 survivors are waiting for a match, 4 others are playing a match. So half the survivors are in queue times.

    Now let's talk about killers. At peak times they instantly find a trial, all the time. It means that all killers are playing and none of them are in queue.

    So peak time is 35k players on steam.

    With the data we know we get :

    • x = half the # of survivors (one playing, one queuing)
    • y = # killers (all playing)

    2x+y = 35000 with y = x/4 as you need 1 killer for 4 survivors so for 1 trial you need x survivors and x/4 killer.

    2x+(x/4) = 35000 --> (8x + x)/4 = 35000 --> 9x/4 = 35000 --> x = 15555

    # of survivors = 31111

    # of killers = 3888

    Killers only represent 1/8 of the playerbase on PC. On console there are even less killers as it is even more frustrating to play them so globally i would say that killers represent 1/10 of the playerbase.

    It is a terribly low number.

  • I would really like to know who is in charge of DbD at BHVR.

    Who is the boss letting the SBMM ON while DbD has never known such a playerbase leak since realease ? Is it not obvious that SBMM IS the PROBLEM ?

    Half the players are gone, most of us are unhappy with the game and we even start to hate the dev team decisions. It is almost getting personal from some of us... Regarding money made with the game, i guess the impact is really really huge and still no action is taken...

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/2894447#Comment_2894447

    Ringu is not a "significant licensed chapter".

    But this discussion is pointless. Players WANT to see this game dying. They always ignore the fact that the RE-Chapter caused an anomaly with way more players playing than usually. The numbers are basically corrected to the normal number of players in this game.

    Other games are also not dying when their big hype is over. They just adjust to a normal value.

    Ringu is not a significant license ?

    It's the biggest license chapter with Hellraiser and Stranger Things.

    For the horror fan, Ringu is in the Top 1.

    We do not want to see DbD dying but fact is it is dying just because of SBMM...

  • @malloymk said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893601#Comment_2893601

    You say this, but killers would still camp and tunnel. They have camped and and tunneled since the game has come out. I don't mean to sound snarky at all, but what makes you think that killers will stop doing this if they add a secondary objective or extend gen times? I just don't see killers changing their strategies just because of gen times increasing.

    Killers still wreck lobbies with an early dc or hook suicide.

    I agree but there war less campers before SBMM. Honestly for me, today, when i play survivor, at least 90% of the killers are camping/tunneling...

  • @adirgeforthedead said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893601#Comment_2893601

    It would help weaker Killers who struggle with chases by not having an anti-loop ability, I agree, but this also treating every Killer as equal and there are some overly specific issues. If we applied that mechanic, Blight, Nurse and Spirit would have the trials handed to them by increasing those two minutes per generator, but I also know they are the strongest Killers in the same and they end matches within minutes/seconds if they are good enough.

    The game is at an imbalance where you can do something passive without massively tilting the scale to one side or the other. I struggle myself finding what would help the whole picture...

    Yea, it's kind of a dead end 😂

    But they can nerf Blight/Nurse at the same time.

  • @adirgeforthedead said:

    Whenever I play Killer, I try to play as fair as I can, but with the current state of the game it's pretty damn hard to play fair and not get frustrated. This cannot be implemented as a mechanic because it'd be way too abusable by Survivors.

    As much as I hate camping/tunnelling, there are times when the Killers can't do anything else. I've been in matches where, by the time I end a chase, four generators have completed and the three remaining ones are well-spread that it's pretty much impossible for me to even pretend I can defend those (of which one probably is half-way done anyway).

    Camping at 5 generators is a different story, whatsoever, but I don't believe anything can be implemented to fix that unless some core mechanics are switched to actually address the reason Killers camp to begin with.

    Survivors should find engine pieces on the map to fix the generators (requiring a 5 seconds repair action on it) and then they can start to repair them.

    This would add easily 2 minutes time to each trials, enough to allow more chases.

  • @Nos37 said:

    I've been running Up the Ante + Slippery Meat for the past 30 games.

    Every single time, the killer returns to the hook and tunnels me (unless another surivor was downed nearby and the killer hooks them in the basement and decides to face-camp them instead).

    Have hooked survivors teleport to a random hook, and don't give the killer a noise notification during the unhook (unless the exits have been powered).

    Yup, throughout te years, DbD went from a hide & seek/chase game to a camp/tunnel game.

    Honestly, i play both sides, when i'm survivor, i hate the tunnel/camp but when i play killer i understand why mot killers has to do it.

    This is a global game design problem : gens are too fast + survivors have way too many second chance perks + too many sage places on all maps.

    DH ? survivor has failed his/her way, second chance, 30 more seconds of looping

    BT ? meant to avoid tunneling, survivors use it as a shield to protect others

    DS ? same as BT

    Gens ? survivors bring perks + items to make them faster

    And to make all this even easier ? 20 pallets/windows per map

    Most killers have no chance to win by chasing so they come back on saves

    Garbage gameplay ? yes, it is what the devs call "fixing" the game

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893167#Comment_2893167

    Where do you think those imbalances start, percentage wise?

    For the high skilled i would say it starts to be unbalanced favoring survivors when you face the top 10/15% survivors.

    For low skill i would say the killer is favored against the bottom 30 to 40% survivors.

  • @Munqaxus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893137#Comment_2893137

    So you feel the game being unbalanced instead of skill differences, is the issue.

    Let me get you to clarify. If the game is unbalanced, what level of play is it unbalanced at. Is it all levels of play? The top 5% levels of play? Is it only when someone plays Circle of Healing and Dead Hard?

    It is unbalanced at a low and high skill level.

    Low skill level = killer has the advantage

    High skill level = survivors have the advantage

  • Will just do a list of short "sentences" :

    • too many unfair perks (4 DH mainly)
    • too many unfair/unskilled loop - it is just gambling at that point
    • semi-infinite loops (when 2 windows are near - not talking about LT though)
    • gen speed

    So we could say unfair maps' layout and amount of strong surv perks making the surv team unfair. Apart from that gameplay is okay even though some killers' movements feel clunky : PH rite of judgement feels weird, Sadako TP feels slow and clunky, Billy's chainsaw end stun is dumb.

  • @remoirel said:

    Now lets be honest here, and i don't expect you to agree with me but;

    If they listened to peoples reactions this game would be in the same state if not worse, but in the reverse. You only have to look at the general consensus on this forum to see that. Killers Powers and Mechanics would be buffed across the board, they'd all still stack their slowdowns, and Survivor would be the miserable role to play where you'd probably be lucky to get 1 or 2 gens done before everyone's dead (cos one popular opinion is gens need to take longer)

    Now i've been against plenty of killer players that already win like that, and that's without the buffs the masses still come to this forum to beg for. BHVR have mad some questionable changes but i'm glad they're not making snap decisions based on what people post here because i don't think you guys realize the effects until they'd actually implement it and the game doesn't become the perfect balanced state we all think it needs.

    I agree with you, they should not totally listen to the players but when ppl are complaining massively, they should listen.

    I mean, SBMM has been criticized a lot by most of the community, why is it still here ? No one wants it, it should have been removed 2 months after release. Today they are looking to tweak the matchmaking still based on the SBMM score although we all know it will never work as it is a kills/escapes BMM.

    We want the old system back.

    Then they can focus on balancing the game, especially maps, we don't care about their killers'/perks' buffs/nerfs, it is useless. The core of the unbalance is the maps.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893010#Comment_2893010

    Lmfao of all the things to use you use twitch like a credible source? No one gives a damn about how many people are watching some rando play a video game. That’s about as useless as the weirdos watching people sit in a hot tub

    Twitch alone yes but when there is a correlation between all numbers you cannot ignore it. That's how stats are working.

    And if you were objective enough to go check by yourself you would see that there is a direct link between the steamcharts number and the twitchstats number. One goes up, the other one too, and vice versa.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/comment/2893010#Comment_2893010

    Regarding steam numbers: we got an unnormal huge influx of players with RE chapter. in before the numbers were the same as theyre now. You cant ignore such an event that was an anomaly. So on steam the player count was basically stable through the last year until now. Also we had an influx of players starting with pandemic isolations. thats also gone by now. just ignoring everything important to explain the counts for justifying a false statement is pathetic.

    Regarding Twitch numbers/channels: they decrease since the super mega chapter of RE. So the game got much more players than normally but twitch viewers went down since this chapter. With your logic this wouldnt have been possible. so theres just no correlation in this regard. its the same reasons as or steam numbers.

    Nope.

    Playerbase :

    The month before RE chapter there were 105k peak players. 2 months before, even before the RE chapter reveal, we had 86k peak players. And 3 months before we had 55k peak players.

    We are far from the 35k peak we have now. Even in 2018 there were more players... with less ppl that bough the game.

    Today there are 50 millions copies sold and we have less peak players than in 2018 when the game was a niche one with not even a million copies sold.


    And for Twitch, peak viewers :

    Viewers April 2021 (before RE reveal) = 127k

    Viewers May 2021 (RE still not released) = 255k

    Viewers June 2021 (RE release) = 140k

    Viewers today = 119k


    You are delusional thinking DbD is in a good state now.

  • There are less and less killers playing, what will you do when there won't be any killer left ? And do not say it won't happen cause it is already happening.

    PPL with a mindset like you just contribute to kill DbD. You do not want fair matches, you want ez wins and to be able to troll the killer.

  • @Tiufal said:

    https://forum.deadbydaylight.com/en/discussion/313080/tomorrow-well-find-out-if-dbd-is-really-dying

    1. You dont have any viable numbers on the total playercount. Steam is just a proportion of the total count.
    2. Bringing new content doesnt equate to generating new players.
    3. There is no way DbD is dying by just looking at steam count.

    Steam count ? Huge decrease.

    Twitch viewers ? Huge decrease.

    Twitch channels ? Huge decrease.

    Of course numbers count. Cause you think that a playercount massively decreasing on steam will be massively increasing on console ? Especially when the game is almost unplayable on PS4 and X360 thanks to huge framerate issues ?

    I bet the decrease is even worst on consoles.

  • @D3spair said:

    If DBD fails to increase player count in steam charts then that's 2 licensed chapters a failure. I don't know what a better proof of DBD Dying than seeing 2 Licensed Chapters or 3 consecutive chapters failing to increase player count.

    Moreover, Pinhead and Sadako are the best addition to the game (not gameplay wise but those killers really have something special in the horror culture).

    @thrawn3054 said:

    That's really overstating things.

    1 month later : we lost again 10k players on steam during peak times, if that's not dying, tell me what it is...

    @MikaelaWantsYourBoon said:

    https://forum.deadbydaylight.com/en/discussion/comment/2838720#Comment_2838720

    After May, people joined game for RE. So many new players bought DbD. But looks like DbD lost all of them. So this game had 40k average players before RE and now it is 34K?

    Something does not look good, maybe this is reason we had more licensed chapters this year. I don't know. But even licensed chapters can not save game, they need to focus on issues. New multiplayer horror games are coming and they looks decent. DbD is not unopposed anymore.

    If they do not fix the issues, VHS will take the rest of the playerbase.

  • @Basement_Bubba420 said:

    BHVR doesn't care about the surveys. They just want $$$. If everyone was miserable playing DBD and they were making record profits they wouldn't change a thing. $$$ is the only thing they have ever cared about.

    It took them 5 years to add colorblind support and that only occurred after negative media coverage. They even lied and said "ITS BEEN IN DEVELOPMENT FOR MONTHS!!" but they only had a few screenshots to show. It still took them months after their announcement.

    The surveys are intended to make players feel good. That's it. If they wanted to act on the surveys they would have released the results on the previous surveys and mentioned design decisions they were making with explanations as the result of the survey. They don't do this.

    If they wanted to they could release full stats on the game or just provide an API the community could use to datamine information. Kind of like popular games like League of Legends or Smite. They don't this.

    They know that people keep playing because of the skinner box mentality of the grind. That's why it's gotten so huge over time. Their comments about fixing the grind and wanting to do it "right" to not waste effort are ridiculous. They just want the oxytocin to be released in our little brains everytime we RNG a perk we want and hope that we keep playing and buying MTX.

    Look at BHVRs track record. They got lucky with this game.

    Warhammer Eternal Crusade - dropped after a failed release.

    West World - killed by lawsuit after copying and pasting code from work they did for Bethesda.

    Deathgarden - dropped after a failed release.

    Deathgarden was actually a fun game that was marred by bugs and balance issues but it could have been sorted out. They just didn't have the talent to do so and it wasn't making enough $$$ so they shuttered it.

    If DBD goes through a rough patch I don't think they'll tough it out. They'll close the game and move back to contract work.

    They should sell the license to a studio that want to do something great with DbD.

  • @AcelynnBen said:

    4 dead hards

    3 iridescent, because MMR exsists

    everyone telling u are bad, well this is just your typical dbd game

    Do yourself a favor, when u realize everyone has dead hard, just go full toxic

    if they wanna ruin your fun, ruins theirs, and tbh i think u should have replaced the agitation with lightborn, assuming they didn't do that thing where they switch in the last 10 seconds to the most toxic stuff u will see

    I was just trying a build, not my main build on Billy 😊

    @Madjura said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892952#Comment_2892952

    And they likely also realize how absolutely awful the grind is to get even a semi-decent perk loadout.

    🦆🦂

    Around 5 to 6 millions BP once you have unlocked all the meta perks... yes it's huge. Someone starting to play today would need 500 hours to unlock all the perks he/she needs to play some killers. It's crazy.

  • @Rokjer said:

    The absurd discrepancy between player playtimes is what makes me always stop the game for a while. I have 500 hours of play. And my teammates often have less (a hundred) while the killer has a lot more (thousands).

    A recent example: a teammate had 23 miserable hours while the killer had 2,300 hours. I suspect that the game is looking for me a game as soon as possible, but if it's to make me have such bad times, I still prefer to wait 5 minutes.

    This can be explained because many new killers are stopping to play. At start they might get easy trials, like the 10 first trials and then, ranking up, they start to face average survivors and are completely destroyed, after a few trials they stop to play.

    That's why there are not many low hours killers.

  • @Yankus said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892859#Comment_2892859

    Every single person that I used to play with quit because of SBMM. They hate it, I don't know how it's still in the game when it's obviously killing the game.


    I will drop this here.

    image.png

    When you look at the devs stream, you understand that they have way too much confidence.


    And then, with 30k ppl voting :

    image.png


  • @Nos37 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892859#Comment_2892859

    If those numbers do not include people who are playing on the Public Test Build, then there will be a noticeable dip when PTB's happen.

    I think it includes PTB players. Haven't seen such a deep in years.

  • @solidhex said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892793#Comment_2892793

    That's not true. He played against tournament teams and won. He even played in tournaments and destroyed teams there. Of course you can say "well they didnt play optimally" but who does ever play optimally and makes no mistakes? No one can beat a football team which plays optimally.

    2 years ago 😂

    While today he can't even have a 20 trials win streak in the normal matchmaking.

  • image.png

    This week numbers are really alarming.

    End of march we have already seen a huge decrease of the playerbase. This week it is crazy, ppl are leaving massively... I dunno if you understand what is happening... Those numbers are as low as the 2018 numbers, they are even lower...

    Everything started with the SBMM release (September 2021).

    Shareholders might be really really unhappy about this, i'm wondering how long it will last till we hear that DbD will have the same fate than Anthem.

    I believe that we have reached a non-return point, even if many good decisions are made in the near future, most of the players that have left will never return.

  • @Nos37 said:

    Borrowed Time? Decisive Strike? Unbreakable? You mean the tools to help combat camping, tunneling, and slugging?

    I know the answer, but how many perk slots does the killer need to use up in order to be near a hook, target the same survivor, or leave the survivor on the ground?

    Okay, and what happens if the killer does not camp, tunnel, or slug? The survivor is playing ith 1 perk.

    If flashlights bother you so much, run Lightborn. Killers are fine making survivors use up (and potentially waste) three perk slots to counter the ways they can play, but won't bother using one of their own perk slots to counter flashlights.

    ----

    The bigger issue is gen speeds, moreover, the lack of interesting objectives for survivors. Sitting still and holding a singular button for 100 seconds isn't fun for most. For that reason, the devs will not increase gen repair times; especially because that can stack with existing slowdown perks. (Much like addon passes, where changes to basekit require nerfing the related addons to prevent stacking them from getting out of hand, the devs would have to revisit every single slowdown/regression perk IF they wanted to affect gen repair speed basekit.)

    Maybe with the addition of the new "item not taking up an item slot" mechanic from the Sadako Rising chapter, the devs could add a new scavenger hunt mechanic as a prerequisite to repairing gens.

    ----

    As far as surveys, players who have left the game are not likely reinstalling it to fill out surveys when they come up. Surveys asking people "which of these 5 or 6 things contribute the most to you not wanting to continue playing" would be a better approach. Unless the devs added an exit survey that asks players why they chose to uninstall when they do, which I never see game companies do. (Possibly against consumer ethics/laws?)

    So leaving the game as it is where survivors can do all gens + open the doors under 7 minutes is okay for you ?

    Then don't cry when your queue times will be 30 minutes cause it is what will happen in a few months. Hope you will use that time wisely to make your mind on the state of the game with objective facts.

    If the devs remove the soft cap mechanic from SBMM, i.e 3000 SBMM survivors won't be matched against a 2000 SBMM killers, their queue times would be infinite and personally i have enough to face unbeatable SWF and i do not want the matchmaking to pair me against them as it is not fair and it is pointless to play as i cannot win.

    Fact that most killers need to use 3 to 4 slow down perks to have a fairer match (but still favoring the survivor) is a joke. Killers cannot use perks that help them, they are forced to use corrupt/pop/No way out... it leaves 1 free slot, awesome.

    Pop should be build in the break gen mechanic.

    Corrupt should be built in the trial.

    So BHVR, leave those toxic selfish survivor mains thinking the game is perfectly okay as it is and abusing broken things, play against killers of their SBMM level, i do not care if their queue times is 2 hours and none of the players that play killers or 50/50 care.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892793#Comment_2892793

    He wouldn't deserve to. If survivors play optimally, why should they lose?

    If a killer plays optimally why should he/she lose ?

    Fact is killer playing optimally vs swf playing optimally will result in a win for the survivors 100% of the time on any map. That is the main problem. The game is not balance and favor heavily the survivors.


    The only way to make it fairer would be to remove some windows and at least 30 to 40% of the pallets (70% on the game map). Then we would get a 50/50% chance of winning for both sides but many survivors would cry as most of them rely on broken perks abuse and many strong loops to win.

  • @dollidahlia said:

    Someone enlighten me. How do I beat a 4 man SWF?

    because Survivors get mad whenever I play Nurse/blight but when I play a different type killer I get bullied.

    so I want the survivors to help me out here. How do I beat a 4 man SWF without using nurse/blight?

    If you are playing to have fun (multiple chases, no camping/tunneling), you cannot win.

    Camp and tunnel the first guy on hook to pressure them, they will want to help, force it and then do mistakes for it, capitalize on it. It's not fun though.

  • @Firellius said:

    https://forum.deadbydaylight.com/en/discussion/comment/2892069#Comment_2892069

    It's absolutely not a waste of time. Time it right and you can bodyblock without fear, then hop into a locker forcing the killer to eat a DS.

    How? How are you going to -force- the killer to make the active decision to chase you down after hitting you and then open the locker? What if the killer sees your obvious DS bait and goes /ignore on your behind and just resumes what he was doing before you slowed him down by 3 seconds?

    And keep in mind that this requires 8-16 seconds of investment from another survivor on top of your own time sunk in order to heal up. Effort which is immediately wasted because you don't give the killer a chase, but a bodyblock.

    Also keep in mind that after moving away so the killer doesn't interrupt your heal, then healing 8-16 seconds, then finding the killer again, you will have spent probably upwards of half your DS timer, so a smart killer might just sit out the other half and take the free, chase-less hook on you. Which is going to be your second hook at best.

    A DS bait can only work if the killer lets it. I've been hit with it before, when I was just starting out, and it was very frustrating, but it was -very- obviously -my- fault for falling for it.

    So...what? You want to make a rule against tunneling or something? Make it so that a killer has to 2 hook everyone before killing someone? Make it so that you have to ignore people even if they run directly into you?

    No need to make a rule about it. We've got the band-aid solution to kneecap DS. Problem is, it takes up a perk slot.

    DS should just be moved to baseline to weaken tunnelling. It can be tweaked from there (Giving killers a HUD indicator for which survivor was unhooked last so they can more easily keep track between four identical Claudettes, randomising duration so it can't be timed as easily, increasing/decreasing stun duration, adding a short burst of untraceable) if it needs to be made stronger or weaker, but it gives a baseline system to prevent killers from just hard focusing one target out ASAP.

    A similar sort of mechanical change could be used to weaken camping, pushing for more of a chase oriented gameplay style and taking away the motivation for gens going as fast as they do.

    Ultimately, we can't just let killers keep super sweaty, overpowered tactics while balancing the game around killer players that refuse to do everything they can. As long as people respond to tunnelling/camping complaints with 'it's a valid strategy', it's valid for any survivor to demand that killers sweat harder if they want their win, and to disregard any 'survivors OP' complaint coming from people who 'don't want to tunnel/camp'.

    And that is the cesspool that is current day DBD.

    Given enough time, players will optimise the fun out of a game. And that is exactly what happened here.

    Otz would never win a single game against a good SWF playing optimally, not a single one.

  • @TotemSeeker91 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891829#Comment_2891829

    How do you pull off a 180 Blight or Oni strike? Probably not possible on console, buy I'm still curious, lol

    Oni : look up during the rush when you wanna turn

    Blight , you have to flick your mouse many times to do it

  • @senki527 said:

    HOLY SH*T, BLIGHT IS SUPER OVERPOWERED WITH THAT CORNER 180 DEGREE HIT!!!!

    can you please nerf that 180 corner hit???? it's total garbage mechanic and fully overpowered. It seems like an exploit. please change asap!

    It is an exploit, he was not intended to be able to perform such a move. Exactly as the 180 Oni strike.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2890865#Comment_2890865

    DS used defensively - no issue.

    DS used offensively - annoying.

    https://forum.deadbydaylight.com/en/discussion/comment/2891040#Comment_2891040

    'Tunneling' isn't 'playing dirty'. There is no rule against it.

    Tunneling itself is totally fine - it's not the killer's responsibility to distribute damage evenly.

    The only situation where it's a problem is when a teammate unhooks you in the killer's face, or tunnels you right off the hook, and that's probably a camper.

    'Survivors' aren't OP. Certain elements of the game, however - ranging from map design (Eyrie, Badham) to SWF mean that at the upper end of things, it's very stacked against the killer. You can go and watch Otzdarva doing his killer tier tests recently, if you want to see what I mean. Particularly his Iri Myers games. He didn't make any significant mistakes, survivors played sloppy at times - and he could barely get a down, because several incredibly strong tiles spawned together and could be chained.

    It is not about rules, tunnelingg is not fun for the survivor involved and remove variety into the situation the killer might encounter in the trial, killnig the fun.

    And well your last paragraph is the definition of OP. Survivors are OP, thanks to many things.

  • @jesterkind said:

    https://forum.deadbydaylight.com/en/discussion/comment/2891403#Comment_2891403

    Categorically not. I feel like I'm the only one who remembers how awful the emblem system of matchmaking was.

    It was not the best experience bu it was wayyyy better than what SBMM is/has been.

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