Junylar
Junylar
About
- Username
- Junylar
- Joined
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Comments
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Well, he is a clown after all, he is supposed to be funny and entertain the audience.
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SoloQ has always been there...
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@BadMrFrosty said:
https://forum.deadbydaylight.com/en/discussion/comment/2438783#Comment_2438783
How is suffering an unjust down due to poor servers messing up timing? Explain, please. I'd like to hear this logic at work.
Getting caught because you messed up or the killer waited? Fine, fair play.
Getting caught because your perk failed to work when you used it? Not cool.
If you got exhausted - it means perk activated. It doesn't last until the end of the trial, the dash is about a second long. If you got hit after your dash has ended - it has nothing to do with the servers.
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Hello, ultra-rare killer addons would like to have a word with you.
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@Pukenplag said:
https://forum.deadbydaylight.com/en/discussion/comment/2439323#Comment_2439323
Strode house would like to disagree.
Infinites were only possible before they added window blocks, after that nothing in infinite anymore.
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2439308#Comment_2439308
Yeah, and does that justify infinites? Or why else were all the others removed from the game?
There are no infinites in the game since 2016.
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@PhantomChimera said:
Why do people even use DH? It usually only delays being hooked and their are better options out there.
Yes, it delays being hooked by a minute, totally worthless perk!
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Did you know you can drop chases if they take too long?
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Nurse
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Flashlights were a mistake.
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Actually, he made quite a few jokes in the movies. In the third one he was a complete comedian.
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It works fine, even better than intended. If you get "exhausted on the ground" - it means you just messed up the timings and pressed too early, or the killer just outsmarted and outwaited you.
But I agree with that they should fix dead hard: it must be nerfed since right now it's an unlimited second chance perk giving survivors several extra lives per trial. It should be "once per trial", and/or grant no dash and no collision disabling.
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They have limited resources in the company. Someone has to make new cosmetics. Someone has to work on new 1v1 killers. Someone has to make new deals with new licenses. Someone has to design maze-like indoor maps. Someone has to do streams and tweets. No employees left to fix bugs, those can wait.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2438749#Comment_2438749
Well, if people were to give the devs feedback on words that are being censored, but shouldn't, they could actually improve the filter. Instead, they open threads on General Discussions to complain to each other that the devs don't do anything.
Still, I'll take the occasional odd censoring over racists, homophobes, and others of their ilk spewing their garbage in the chat.
I've seen complaints about censoring words "you", "tea", "facecamp" etc. countless times on the forums. I think there will be a full dictionary of "ridiculously censored words" out there. If that is not enough of feedback - I don't know what is.
Btw, there is a report button in the game which can allegedly counter racism and homophoby in chat. I guess by introducing this filter having no equals in ridiculousness they just confirmed that button does absolutely nothing.
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2438738#Comment_2438738
Wrong. A lot of people (myself included) would rather have a slightly overbearing filter than see the usual disgusting drivel in the chat, and have said so repeatedly.
So you are fine with the word "you" being censored? Seriously? Interesting.
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@Tsulan said:
Are you absolutely sure, that the killers are using VPNs?
Because sometimes, the matchmaking matches me with people from a different continent. Where some people have a ping of 200+. I doubt they do that intentionally.
That might be exactly what happened: by using VPN those people from other continents get IP local to you, so the system matches them with you based on their seeming region, ignoring the ping.
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There is not a single soul that supports this filter, and yet they actively refuse to remove it. Why? Just why, bhvr?
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The only reason the "looping meta" exists is because survivors don't have any other reliable means to survive in this game. Take away loops and you make survivors helpless.
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@Junylar said:
I've never seen a single human being who actually typed "Good game!" instead of just gg or ggs. These capitalizations and exclamation marks make it look fake as hell. If these are not bots, they try as hard as they can to seem like ones. What happens when you try to open their profiles?
That gave me a good idea, by the way: to take one of those names and roleplay such bots, writing these ridiculous phrases in chat every game. Will be fun when more people find out about bots.
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I've never seen a single human being who actually typed "Good game!" instead of just gg or ggs. These capitalizations and exclamation marks make it look fake as hell. If these are not bots, they try as hard as they can to seem like ones. What happens when you try to open their profiles?
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@[Deleted User] said:
I personally don't see why old hangman's trick that allowed faster hook respawns was a problem and got removed. It's one perk out of four slots that makes one option from survivors not as effective.
You meet sabo teams one trial out of 100, and even then you usually dodge the lobby when you see 4 toolboxes and 4 sparse hook offerings. So nobody would use such a perk.
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Then they should add an option to disable one survivor perk and one item. Say I disable DS and medkit, and the game will warn survivors in the lobby they can't use it this trial so they have to pick something else instead. Then it would be fair.
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@AnneBonny said:
I think a problem that comes in is lesser known identities not being represented or identities with disputes over flags. I'd prefer a customizable charm.
They will not allow customization of charms into arbitrary flags for most obvious reasons.
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BHVR never care about the lore, it's a DbD killer now so he lives by the laws of the Entity. I'd like to remind you it is possible to blind Demogorgon who has no eyes.
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@Demogorgeouse said:
https://forum.deadbydaylight.com/en/discussion/comment/2437348#Comment_2437348
3 gens can be prevented assurvivor by bringing Deja Vu, and its a free perk
So? Having a potential for taking the game hostage is never good.
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Except it's not even a chapter...
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@Adjatha said:
Kicking a gen should do 5% damage and regress at the same exact rate that survivors fix gens (instead of 1/4th the rate they're repaired at).
Then a 3 gen could be a potential taking game hostage. The killer can just walk among the gens and kick them, doing nothing else.
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If you really want to explore further regions of experience - try playing soloQ. That's where the sweet, sweet suffering lies.
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Oh, they just released a third perk that utilizes dull totems. Still, just three perks using the mechanic in any way.
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@DetailedDetriment said:
DBD is only alive because of the licenses it brings in. If it didn't have the likes of Ghostface, Myers, and Ash Williams, it most likely would have died quite some time ago.
I never played this game for the licenses, I've always played it for gameplay, as everyone else. Those who don't like the gameplay will not play the game just for the licenses. I have a friend who is a RE fan and one who is a SH fan, and none of them wants to play DbD because they don't like the gameplay. So all these licenses mean nothing to the player base.
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@PhantomChimera said:
https://forum.deadbydaylight.com/en/discussion/comment/2435543#Comment_2435543
We understand your saying. No matter how you try and re word it what your describing isn't working with the killer and is misusing the reporting system.
As for survivors escaping by doing gens when 2 survivors left I have seen it happen many times. Their are many of them YouTube to watch. Perhaps the reason you have never seen it is because you are selfishly hiding by the hatch instead of helping the other survivor.
I my 600 hours in the game I've tried helping the other survivor enough times to learn it just doesn't work. I described what happens in this case two times or more in this thread already. Until I see actual footage of two survivors with untouched gens escaping from a competent killer - I won't believe it. If "there are many of them on youtube" - it won't be a problem to find one. Yes, I also achieved two escapes in this situation once or twice, but only after rank reset, when I played against a killer who doesn't even know how to kick gens and break pallets. If the killer actually patrols the gens - 80 seconds is not enough for just two survivor finish all the gens. One of them will eventually be caught before the gen is done, and we return to the situation described in OP.
@[Deleted User] said:
Funny thing is that the reason I decided to join the DBD forums back on the 4th of July was because I had this exact same thing happen and my very first post was about this very issue. Many people claimed they never experience this but you're right, it is all too prevalent. I have lost count of how many times it has happened.
This was my post:
This game mechanic is hurting solo queue survivors.
In my 1700 hours of DBD (strictly solo queue, about half killer half survivor) I have encountered this issue many times.
Anyone with significant solo queue time will know where I am coming from.
The killer will slug the second last survivor to catch the last survivor, or in more severe cases they won’t even slug and just let the second last survivor go to track down the last survivor, then either give the second last survivor hatch or kill them anyway for the 4k.
The mechanic I am speaking of is the aura reading ability of survivors whilst being carried by the killer; a map wide ‘bond’. Since the solo queue survivors often don’t know each other, the second last found survivor will nearly always decide to side with the killer that does this in a heartbeat, in hopes that the killer will give hatch or gate.
I myself will sometimes slug the second last survivor to find hatch or if it is 3 or more Gens left, just hook the second last survivor to give the last survivor a chance at hatch or gate game, which in turn offers a more rewarding 4k if you manage it. But the severe example I speak of is all too prevalent in solo queue lobbies. 2 in every 5 killers will do this ‘teaming with second last’ when it comes down to the scenario which I speak of.
The reason I am making this post is because I would like the game to be more solo queue friendly, and I think the map wide bond while being carried by the killer is too powerful and exploitable. I won’t make a concrete suggestion to fix this such as ‘take away map wide bond while being carried by the killer for the last 2 survivors in a trial’ which would ultimately fall under much scrutiny as I’m sure this is a contentious issue, but I feel something should be done about what I personally consider to be a dirty tactic to earn the 4k.
I’ll pre-emptively anticipate counter arguments such as ''it is your fault for being in that situation in the first place for not completing your objective in time” or “You just need to hide better” or “Just do gens” or any other opinions you can all can muster up. Ultimately this is something that is just plain wrong, it is essentially the killer working with the survivor.
I love playing DBD on the Xbox series X and have absolutely no performance issues whatsoever. It is one of my favorite games currently and I am looking forward to many great updates in the future. Loving the 5th anniversary event and I have collected every survivor and killer crown.
All the best,
Chaos Brother"
I had a similar suggestion back in the day: downed survivors don't even need this aura reading ability: their teammates need to see them, not the other way around. I also suggested introducing the option to disable spectating on self, because I was intentionally sandbagged by SWFs with this, where the other remaining survivor used info from his dead friend to literally lead the killer to me (he was not downed and didn't have bond, they admitted in the chat they did it on purpose to get the hatch). Alas, DbD community is in such a state that the most fearsome enemy of a soloQ survivor is not the killer, but another soloQ survivor. The amount of people defending the idea of leading the killer to a teammate to get "a fair 4k" in this thread is depressing.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2435448#Comment_2435448
I know exactly how team play works. Most of my survivor gameplay is as part of a SWF group, where we don't let teammates die if there's any chance of rescuing them, even if we put ourselves at risk. How you somehow are getting "you only care about your personal escape" when I stated that I will do exactly the opposite rather than sit on hatch is remarkable in its lack of awareness. 🤔
But like I said, play how you want. The huge majority of people you play with won't appreciate your playstyle, but the game does reward people who play with your mindset (hence the number of complaints you'll see about the player who does nothing the whole game and somehow gets hatch, or the people who key out and leave their other teammates behind). As killer, I've gotten far more 4K's from people leaving their teammates to die on hook then I have because they came to rescue someone I was nowhere near (again, a camping killer is a different story).
And maybe you can explain how a 3K is a "petty victory"? If you think there's really any difference between a 3K with a hatch escape (either by chance or through mercy) and a 4K when you play killer -- then that's a telling statement there.
But back to your initial point -- that it's a reportable offense -- I suspect no one here is going to support that line of thinking (no developer or mod would endorse it, I'm certain). If you're clogging up the report function with that reasoning, then I hope the autoban feature that the devs hinted at will have someone reviewing those reports -- and issuing out warnings to people who make meritless reports.
Well, I guess you just don't understand the point I'm trying to make. As simple as I try to explain, you still completely miss the point and keep repeating the same thing. If you think a hatch escape can't be better for survivors than 4k, then there is not much to discuss. Your point of view is that of a single survivor, mine is that of a whole team, that's the core difference.
@Jacoby2041 said:
I actually have escaped by going gens with 2 people left. It is much more likely to work when both people are either on a gen or running the killer, instead of hiding and doing nothing
Was that against a potato killer who didn't patrol the gens? Really, is there any actual footage of such a game? I'd like to see it myself, because I've never seen anything similar in a real game.
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Here is an idea: NOED doesn't give insta downs, but instead makes it so that every survivor is dead on hook during EGC, and it won't affect those who are already on the hook by the time it activates. This way it still remains deadly, but good survivors actually have a chance to avoid it by not getting downed.
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@ChiSoxFan11 said:
https://forum.deadbydaylight.com/en/discussion/comment/2435395#Comment_2435395
I didn't ignore what you said. You are presumably leaving a teammate to die on hook while you camp the hatch so you can escape, or leave a recovered teammate on the ground to do the same. Unless the killer is actively camping the hook or a slugged survivor -- which you say nothing about in your initial post -- then if that killer is presumably searching for you while your teammate is downed/on the hook, you're willingly letting them die in order to try and secure your escape rather than rescue them. That's absolutely putting your survival over theirs, and is completely against the concept of team play (if the killer is camping the hook or a slug, that would be a different story, but since you didn't differentiate, then the inference is that you view no difference between the two instances).
And in your situation, I have gone to pick someone up that was slugged, or pulled someone off a hook, even if it meant I was risking not getting the hatch myself. In some of those instances, the killer went back after that person and I got the hatch anyway. In some, we both died. In some, my teammate got the hatch instead of myself, and I was fine with that since I actually tried. And I've actually been rewarded in that situation before with BOTH of us escaping -- as my teammate actually had a key I didn't know about, and we BOTH ended up getting out the hatch after I made the rescue (and, more frustrating, I've been left to die on hook after finding a key during the match -- and spectating afterwards the killer finishing off the hatch camper who could have saved us both if they'd actually tried).
There's no selfish retaliation in your teammates expecting you to help them the same way they presumably should help you if it was YOU dying on first hook or recovered on the ground, with no killer in sight. The fact that you can't see that shows that you clearly put your survival ahead of your teammates, which is fine -- play how you want. Just don't expect to get much sympathy from your fellow teammates, or to get any support for the ridiculous notion that it's somehow "working with the killer".
Ok, let's try again. What happens if I actually go for the unhook and save the teammate? Now the killer knows where both of us are and he kills us both. It's a guaranteed 4k. Or, we just recycle to the same situation where one survivor is on hook and the other one is free. So it's either the same kind of situation all over again, but one hook state less, or 4k, ie the lowest kind of loss for survivors. 2 escapes are not possible without keys, we don't consider those.
What happens if the hooked one actually dies early, or the slugged one does not lead the killer to the remaining survivor? Well, now there is a fair chance of one escape.
You see? 0 escapes vs 1 escape. Which is better for the team? Your problem is that you don't think about the team at all, you think only about your own personal escape, while I'm trying to explain it from the team's point of view. For the team as a whole it's much better to get one escape instead of no escapes, and you are leading the game to sure 0 escape end, thus working against your team and actually cooperating with the killer, giving him a major victory of 4k instead of "petty victory" with 3k. Therefore the one who is refusing to die in this scenario is the selfish one, who puts his own interests above his team's.
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No way! Life is temporary, the grind is eternal.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2435268#Comment_2435268
I don't know what you mean. Here's my problem though. Killers have to be closer to the hatch to close it than survivors have to be to jump in it, which means killer getting priority basically doesn't mean anything. If you down a survivor right before they get to hatch, they can now crawl in before you even recover because it let's them start crawling as soon as they hit the ground, as opposed to older versions of the game where they'd have to wait for they're getting downed animation to play out before they could start moving. And if you hit a survivor as they're jumping in, none of it even matters because the animation jumping animation is invincible I guess, and you can't hatch grab.
He is correct, if the killer presses "close hatch" at roughly the same time or just slightly later than the survivor presses "escape" - they will close the hatch and the survivor won't be able to escape, it's how it works. Also, if the killer downs the survivor, his body will fall back and will be too far from the hatch, so the killer can just walk and pick the survivor up before he can crawl to the hatch. It happened to me a lot of times and it's the most frustrating thing in DbD: being unable to escape through the hatch even though you found it ages before the killer just because of this crappy "hatch close validation" and body falling animation.
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Don't know about the keys and doors, but the hatch idea is brilliant. I hope BHVR will do something that fixes this problem you are talking about.
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@ChiSoxFan11 said:
When I play killer, I tend to give a lot of hatches/doors to the last survivor. But, when the next to last survivor is dying on hook, I go far enough away to allow a chance for a safe rescue, and the other survivor is waiting it out to get the hatch and lets their teammate die? I go out of my way to try and punish that by denying that escape. Just saying.
When I play survivor as a solo, there's nothing more frustrating than being on my first hook or recovered on the ground and waiting for the rescue that, eventually, I realize is never coming. Why anyone would think that their survival should trump another player's survival in the game they're playing as part of a TEAM is a head-scratcher.
You completely ignored what I said in OP. It's impossible for both survivors to escape at this point, and saving will just let the killer know where both survivors are, so that he can kill both. It will always lead to 4k, unless of course you count on killer giving you hatch. The only chance for 3k (2k is impossible) is one survivor escaping through the hatch, and to achieve that the other one has to die. So denying one escape to the team and giving the killer full 4k just to "retaliate" your teammate for being more lucky is one of the most selfish things in this game. You think in egoistic "I escape or I die" pattern, not in "my team can achieve one escape instead of none".
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@calem said:
Players who refuse to try and do gens or unhook because they're hiding for hatch are some of the worst players in this game. Stop being so selfish and just play the game out normally, it isn't the end of the world if you die and don't get hatch.
Have you experienced one game where two players remained with gens left to repair, and where BOTH survivors eventually escaped? Just one such game? I don't think you are familiar how the game works. It's always either 3k or 4k, and both players' actions affect which it will be.
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Well, I guess I'll have to continue reporting them hoping for the best?
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Hawkins is the third worst map in the game after RPD and Midwich.
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@Bwsted said:
And one of the new entries is the worst map in the entire game for gameplay.
Pretty good so far.
Hawkins is also one of the worst maps, so it's a good trade.
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What does it even mean? They will stay in the game but nobody will be able to buy them?
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I bet it's yet another ranged anti-loop crap.
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@DragonMasterDarren said:
It works 100% of the time if you don’t use it for it’s intended purpose and instead abuse the extra distance the dash gives you to extend loops to a disgusting degree
It should be noted that it also works 100% of the time if you just want to dash through the killer or something. At least when I play killer, DH never fails in any way.
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It works 100% of the time, just learn the timings and it will bring you ez win after every E button press.
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I hope it won't be yet another indoor hospital. It would be nice to see an outdoor licensed map once in a while.
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It doesn't.
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Tunneling - pursuing one specific survivor while ignoring all the others. In a more narrow sense it's chasing the survivor who was just unhooked.
Camping - yes, but others still can rescue a teammate who is being camped.
Noed - No One Escapes Death, one of the most toxic and hated killer's perk.
SWF - Survive With Friends - a group of players using out of game communications. One of the most hated and unbalanced part of the game.
Face camping - camping where the killer literally stands in front of the hooked survivor and stares at them in the face. This term actually has a long history, in early versions of the game it was physically impossible to unhook someone if the killer stood right in front of them because the unhooking animation could only be started in one specific place occupied by the killer. Now it's no longer the case, but the term is still being used.
DH - Dead Hard, an unbalanced and overpowered survivor perk.
Slugging - leaving someone on the ground without picking them up immediately, for whatever reason: to deny the hatch in the end or just to troll survivors and make them mad. Mostly used for the latter reason.
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@MyNamePete said:
https://forum.deadbydaylight.com/en/discussion/comment/2430407#Comment_2430407
That's kinda true.
Its true in the "worst teammates part" (which does really suck,) but if MMR is calculated only through escapes then you can practically just get the hatch or door from closed hatch to increase your mmr, which would be easier since the killer would be worse.
Plus, this person is saying that top MMR matches would basically be the same, so I doubt that would matter to them. I'm just saying it would be more of a positive to them, not necessarily everyone.
Nobody knows how MMR is calculated. It's more likely escapes don't give you automatic increase in MMR. They probably have several metrics, like emblems, and to increase MMR you need to be good at chases, do gens, unhooks and only then escape. They also might have an algorithm that increases or decreases MMR of all survivors the same way, eg: if survivors achieved 3 escapes - it's a win and all survivors get higher MMR, even the one who died. Or if 3 died and one escaped through the hatch - all survivors lose MMR, because it's a "loss". Until we know what exactly is considered a "win" by the system, we can only fear the worst.