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MrPeanutbutter

MrPeanutbutter

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MrPeanutbutter
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  • For most of the day, SBMM simply does not function. Just pretend it doesn’t exist because it effectively doesn’t - your matchmaking will be completely random. Most of the time there are too few killers for matchmaking to work without queues taking forever. BHVR has told us that SBMM will prioritize queue times over fair matchmaking.

  • If all killers tunnel then don’t get caught first. Do gens and escape GG EZ

  • @EntitySpawn said:

    Every game is a DC, someone killing themselves on first hook or a face camping bubba.

    What on earth are you doing putting me with these people, I'm waiting 10mins for a game to be over in 3mins.

    Sounds like SBMM is working correctly. You never escape, so you get paired with potato players 😂

  • @Brimp said:

    I would like to blame bhvr for bad balance decisions.

    I was going to say exactly this. BHVR’s game balance decisions are the sole reason for killers having to resort to these unfun tactics to secure kills at high ranks. Play killer against good survivors and you will understand

  • @danielmaster87 said:

    This is what happens when the devs make chasing the worst choice you can make as killer. Survivors will always be able to beat you with war of attrition; they can do gens faster than you can regress them. And the pressure you put out with chasing only mitigates that to a sliver of a degree.

    Yep. If you want to get kills, which according to SBMM is the sole measure of killer skill, camping is the easiest way to do it with the current game balance

  • @Tiufal said:

    Dont play hit and run. Easy counter.

    And survivors wonder why killers camp and tunnel

  • @jamally093 said:

    Mainly for the speed add-ons I'll even take that they make the chainsaw over heats faster but I'm super annoyed with it that ruined my original main killer.

    I think pretty much everybody who used to play Hillbilly (he was my fav pre-nerf) wants him back. The only thing that needed fixing was insta-saw, but he ended up getting gutted 😔

  • @Veinslay said:

    It's cause they're prioritizing queue times over actually putting players at similar hours together because there are so many more survivors than killers. Either they make that team wait 30 minutes for a baby killer or they just match them with any experienced killer to lower the queue times

    This. The SBMM may as well not exist at all, because even when it’s active it doesn’t match people with similar “skill” together. It will only work well if there enough killer players. People have been playing killer less and less because of how broken the game balance has become

  • @Gorik said:

    I'm just curious tbh, I will go first.

    3 of my last 6 lobbies tonight have been confirmed by the Survivors and me as the Killer, as being hacked.

    Killers in my experience tend to hack less but this is purely personal experience, it may be the other way round for some of you.

    So now I am playing Survivor because I want to play a normal game of DBD.

    How about you?

    Playing killer is stressful and unfun during peak times when you’re going to get matched against SWF on comms in most matches. It’s not a level playing field.

    Playing in SWF is far more relaxing and enjoyable because it’s easy mode against killers unless they’re really good.

  • @Sluzzy said:

    It incentivizes killers to camp and tunnel to boost their MMR and play in the most sweaty unfun ways possible while also promoting SWF-only genrushing as a combative playstyle. Both is extremely unfun and ruining the game fun factor.

    Both playstyles are unfun and there should be a lot done to make these not so strong or viable.

    New or bad killers feel pressure when they win and start facing SWF teams so they feel like camping is the only strategy.  

    Survivors feel like they can’t do the objective so they are forced to play in a SWF. I’ve had too many tell me they would never touch solo. That is a bad sign the game is not fairly balanced. Too many oppressive and extremely unfun killers released recently (Artist, Pinhead, Blight) that promotes unfun playstyles. Too many overpowered killer perks making solo survivor gameplay totally impossible.

    Ever since MMR was released the DBD playerbase has been shrinking at an alarming rate due to MMR I believe. I believe this is directly related to the game not encouraging a more fun gameplay that really made the game popular to begin with. Too much pressure and most of the time it feels out of reach, especially for survivors.

    There are no rewards to playing sweaty MMR. So playing well inevitably forces you to play against extremely unfun opponents. That is not good for long-term players and keeping a playerbase.

    No matter how much it is bragged upon, MMR does not give a fair match. 2E/2K outcomes are a pure fantasy because killers are steamrolling teams unless it is 4 man with thousands of hours. Game shouldn’t be requiring for such high expectations.  

    I can only recommend to the devs to rework MMR, take the pressure off of both killers and survivors. Bring back the fun in the game.

    I think a bigger problem is that SBMM is basically useless during peak hours when the survivor to killer ratio is way too high. I play survivor with a friend maybe a couple nights a week and we get everything from god-level sweat lords to baby killers who barely manage to get a single hook and everything in between. Matchmaking is simply useless during peak times because the queues would take too long if they actually made it fair (and then nobody would play because Q times too long).

    The problem all stems from the fact that killers just don’t want to play during peak times when they’re more likely to get matched against SWF squads. This has been a glaring balance issue forever and the devs have never addressed it. The SBMM system won’t get fixed until there are real changes to give killers a chance against SWF squads and thus make them actually want to play during peak times.

  • Your MMR score doesn’t seem to matter during peak times when there are like 10x more survivor players than killer players. You’ll be faced against pro level survivors no matter what. The MMR range for matchmaking widens to reduce queue times. The wait times for survivors are already horrible - they’d be way worse if they did actual fair matchmaking

  • @deKlaw_04 said:

    I have played 4 matches with him and in 3 of them survivors have dced. Worst part is I’m not even good with him lmao

    He’s incredibly unfun/unbalanced to play against in solo q.

  • @GannTM said:

    Hawkins was an abomination. I have barely anything good to say about it.

    Yes I agree. I don’t miss it at all

  • @wildtrapjake said:

    Hey everyone.

    I've been trying to experiment with what is the best time of day to play the game to both avoid long que times and sweat fests.

    My timezone is EST and I've found just about every evening, survivor queus are abismal and killer queus instant. I also tend to get more casual matches at this time. If I play in the morning killer que times are worse and every match is a sweat fest.

    What is your experiences based on your timezone? I'm looking to personally find less queue times so as to avoid wait times while my wife and I stream.

    I’m in same time zone as you. If you’re playing killer, you’ll have instant queues pretty much any time of day (very early may have to wait a few seconds longer). For survivor, I always have to wait, but wait seems to be shorter the earlier in the day you play. Evenings, like you said, are abysmal. I’m pretty sure SBMM is effectively turned off in the evenings too (to reduce the horrendous queues times) because I’ve been matched against pros, babies and everything in between.

    I’ve found my most causal and enjoyable games (as killer, at least) to be during the day - less chance of SWF using all meta perks and sweating as hard as possible to win the match in two minutes. As survivor, it’s always a crapshoot for how sweaty the match will be and doesn’t seem to depend on time of day. Depends on the killer - some will use sweatiest builds possible and slug for a 4K with 0-1 gen done even after someone DCs and some killers are much more easy-going.

  • @PrincessBubblegum said:

    Hey, everyone.

    I wanted to know how you guys deal with "Boil over abuse" as killer?

    I got a swf squad that tried to abuse boil over, flip flop and Break out. I couldnt bring survivor very far... mostly I could hold them for like 5s. They dropped Ormond and gone upstairs in the rooms behind and stacked as a group, if I tried to hook someone it was kinda impossible. Do u guys have a solution if people try do "Boil over abuse"?

    Don't wanna take Iron Grasp. First it's a waste of perk slot mostly and second I don't have it on every killer besides it's a "Free Perk". And letting them bleed out is pretty boring too.

    Thanks for the responds already. :)

    I slug and let them bleed out. Fun times for everyone 🙄

  • @Sluzzy said:

    I haven't been this frustrated in a long time. I've played a few matches against this perk and it is simply way too strong and overpowered.

    Scourge Hooks and Dead Man's Switch used together is broken together. There is no counterplay because the perk happens with no input from survivor and the killer is inevitably hooking survivors constantly and what happens is the killer is gifted constantly with 15 percent progress instantly removed and the survivor is unable to stop the regression due to Entity Claws. With BBQ, the killer can then be there before the claws are gone and so there is no way to prevent a gen going to 0 percent unless a random teammate comes along and touches it after a very long uncounterable delay. Why is this a thing???

    This is not like Boil Over where it was used rarely to have a little benefit in a very few isolated locations, this perk is starting to be used constantly for unfair advantage every time it is used with no preconditions and that is bad. A huge advantage affecting every survivor in the match, preventing the objective from being done. Note that I say "prevent". This isn't about rewarding skill, hooking survivors is inevitable so the immense value of the perk is paramount and no way to avoid it. It is not fun to verse and there is no counterplay to it.

    I don't know what needs to happen to this perk but it shouldn't affect the survivor every time they try to repair. I was affected by this perk 3 times in a row trying to repair generators and the entity stopped the gen and I lost 2 gens because of it in one match.

    It already makes an overpowered anti-loop killer (Artist) even more overpowered and broken because she can basically force all gens into deadlock without any effort on her part.

    Perks should not have that kind of unfair advantage. It needs a rework sooner than later. It's beyond broken.

    Looking forward to the “Monstrous Shrine has No Counterplay!” post 😂

  • @SuzuKR said:

    Hiding and not attempting to repair at all is against the rules as it is refusal to participate in normal gameplay and keeping the game hostage, and can be reported with video evidence.

    That may be, but that’s pretty subjective. I’d be surprised if anyone actually got banned for this. I’d rather have something with an objective time

  • @JawsIsTheNextKiller said:

    As it is now, we haven't really convinced the devs that Circle of Healing is particularly powerful. We did get a minor nerf, but I am not sure the devs have played against the types of teams that killer main complain about.

    Would the devs be willing to live stream custom matches against a team of some of us?

    I don't mean top MMR squads, just SWFs of good-ish players that know how to capitalise on certain combinations of perks/addons/offerings.

    I know that Boil Over is also being monitored, and it is possible that the devs are aware that it may be over-tuned. But if they come to the conclusion that "actually Boil Over is fine", maybe stream some matches with us using that too?

    It would be great if the devs could feel the pain of those killers who experience awful matches because of these perks, but unfortunately that’s not how they seem to make decisions on changes. From all the info they’ve shared publicly, they seems to base decisions heavily (solely?) on their kill/escape data. The problem is that only looking at kill and escape data completely ignores the problem of how sweaty and unfun matches have become as killers have had to increasingly rely on camping, slugging and tunneling to get wins.

  • @Chimp said:

    imo billy got it worst.

    I mained Billy before his nerf, so for me that was the worst. I never played old Freddy, but it sounds like his nerf was equally painful or worse for those who enjoyed playing as him.

  • @ASurvkillivorer said:

    https://forum.deadbydaylight.com/en/discussion/comment/2785799#Comment_2785799

    Yeah I knew it was popular but I had no clue it was THAT popular. It's nearly TWICE as popular as the 3rd most popular perk.

    I left out one interesting fact.

    In 100 matches there was only 14 matches Deadhard wasn't in. So Deadhard was in 86% of all matches.

    “Press E for extra health state”

  • @ASurvkillivorer said:

    100 matches.

    1. Deadhard 156 appearances
    2. Borrowed Time 111
    3. Decisive Strike 88
    4. Iron Will 86
    5. Boon Circle of Healing 67
    6. Kindred 64
    7. Adrenaline 45
    8. We're Gonna Live Forever 43
    9. Windows of opportunity 39 (was surprised)
    10. Sprint Burst 34
    11. Self Care 34 (cmon
    12. Resilience 31
    13. Lithe 31
    14. Unbreakable 25
    15. Prove Thyself 23
    16. Boon Shadow Step 23
    17. Boil Over 13 (massively increasing obviously)
    18. Balanced Landing 11
    19. Well Make It 11
    20. Urban Evasion 11
    21. Bond 11
    22. Deliverance 11
    23. Self Aware 11
    24. Plunderers Instinct 10
    25. Detectives Hunch 8
    26. Empathy 8
    27. Flip Flop 8 (increasing)
    28. Tenacity 8
    29. Soulguard 7
    30. Vigil 7
    31. Inner Healing 7
    32. Flashbang 7
    33. Any Means Necessary 6
    34. Desperate Measures 5
    35. Resurgence 5
    36. Head On 5
    37. Lucky Break 5
    38. Overcome 5

    Cutting off at 5. Not going to bother listing every perk used. I feel this much shows the picture.

    In 100 matches there was only 14 matches Deadhard wasn't in. So Deadhard was in 86% of all matches.

    I gotta say I am surprised nobody seems to be using Overcome? I thought everyone was loving how that perk sounded. I think its really good.

    I wasn't aware that Windows is such a popular perk as well.

    Seems like Boon Circle is the only newish perk survivors are using.

    Windows is great since the buff. I always run it as I don’t play often enough to memorize where windows and pallets are, also let’s you know if a pallet is available at a certain tile. It’s saved me countless times

  • @tippy2k2 said:

    At this point, their silence seems to be their answer and they feel like this situation is perfectly fine.

    You are the survivors plaything and you do not get to leave penalty free until they have grown bored and tired of you. -BHVR probably

    They haven’t been silent about it, but have made statements to the effect of “we’re monitoring it to see if it’s a problem”. Just like everything else, it will take forever to be addressed if it is as all.

  • Ye, he’s been clunky and awful since he got needlessly nerfed a long time ago. All that needed to be done was rework his insta-saw, but the devs nuked him into oblivion instead. That’s why you rarely see Billys anymore.

  • @Lx_malice said:

    Just curious. For killer and survivor day and night. Also what server/region do you play in?

    For me here in NA West my Qs are consistent in length pretty much all day and night. Killer takes about 30 seconds or less. Rarely more. Survivor is noticeably longer at around 5 minutes. Sometimes more, sometimes less. Not terribly long, but a ways.

    Hbu guys?

    US Eastern time zone here. Killer is always nearly instant even if playing during the day, which was never the case until recently. Survivor queue is 5-7 minutes in the evenings and 1-3 minutes during the day. Survivor queues used to be instant during the day until recently. Killer numbers are definitely down

  • @JacksonWise said:

    Quick question:

    Is intentionally NOT hooking the survivors and watching them bleed out reportable? Because I just had a group of survivors who tried to abuse Boil Over on Eyrie of Crows. I quite enjoyed slugging them and watching them all bleed out, but just want to make sure this form of retaliation won't get me banned.

    No, and I happily do the same thing to any survivors I down who are intentionally trying to abuse Boil Over on broken maps. If they came to the match with the intention of making me have a miserable time, I’m happy to return the favor.

  • @Nighthawjk980 said:

    I was never a gamer until DBD was introduced to me by a family member. Ever since then I have been playing DBD every single day without fail. I love this game. However after playing for countless hours and matches, I am getting real frustrated at the fact the Killers run way faster than Survivors. It's bugging me to the point where I just give up and get sacrificed. I would love it if this issue improves in the future for Survivors because the slim chances of escaping or trying to escape the Killer is downright frustrating! I would hate to leave or reduce my playing time and hours with this game.

    The killer is supposed to be faster, which is why looping is so important to the game. Watch some YouTube videos and keep practicing. It’s a steep learning curve for new players but rewarding when you get better at it.

  • @Fuzzels said:

    https://forum.deadbydaylight.com/en/discussion/comment/2775311#Comment_2775311

    I think the question is more "how did this come to live? How was this not caught by internal testing?"

    Many were saying it was a problem in the PTB. It’s been known since early PTB but apparently it was “fine” to release live

  • @[Deleted User] said:

    I can point out a god tier totem spawn for every bad one. It's an RNG mechanic and it's a risk that comes with a totem build. They can only be so well-hidden before they become either A: predictable or B: unbalanced. Better hidden but not too well hidden means the spots are easy to memorize over time, so the problem stays the same. And option B means every survivor starts running totem perks and maps w/ totem tracking to counter, and you get less value than you ever did before.

    I agree with your point, but having them spawn literally right next to gens is inexcusable. I’m fine with them being the open sometimes (if sometimes they are also very well hidden), but not on top of a gen

  • @MikaelaWantsYourBoon said:

    People tested them on PTB and both perks had issues. And now, both perks came to live without changes.

    Why?

    Do BHVR have any tester? Are your testers trying this perks before PTB? Or are you listening your community, who are trying changes on PTB? People saw issues and how BHVR ignored everything?

    I’m at the point now where I don’t think BHVR give a damn about killer experience. They know that Boil Over can easily be abused on certain maps but are making the excuse of needing to “monitor it” more after the change went live.

    Killers have already had a ton of reasons to stop playing the game lately, and for those who haven’t quit yet, the tools that survivors have now encourage the most sweaty, toxic and unfun play possible for killers to secure kills.

  • My way of dealing with it is letting the survivors who intentionally abuse it bleed out or camp/tunnel them to death. Thanks BHVR for adding yet another element to the game that encourages toxic and unfun gameplay.

  • if it’s useless, then it’s the best useless perk in the game. I still have survivors get an extra health state and/or reach pallets safely from DH distance multiple times in every match

  • @Crowman said:

    PTB is largely just a gloried preview of the next patch. Been that way for over a year now.

    It's sadly very rare that devs make changes to ptb content, because they need "stats" first and it really doesn't take "stats" to know that furtive chase is still useless.

    Yeah - it seems like every time people complain about broken things not being changed after the PTB, BHVR say the “need more data”. If the PTB isn’t a big enough sample size to collect the data needed to find out whether or not something is broken, OP, etc, then what’s the point of having one at all?

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2770961#Comment_2770961

    People like you are legit making this game worse for everyone. Just...don't be a massive bully. Is that really so difficult?

    Blame the devs and not the people who are taking advantage of the broken maps. The devs know about these issues but still refuse to fix the maps, citing the need for “more data”. It makes me believe that they intentionally want to have more broken things in the game for SWF squads to abuse so that they keep having fun and playing the game. Killer experience be damned

  • @Laluzi said:

    Once more, absolutely none of the PTB feedback was acted on.

    Boil Over is now the next hot troll perk - still completely useless for anyone looking to play Dead By Daylight normally, but can be abused in several maps, especially with oak offerings, to basically replicate the old Breakdown bug and create self-pickup slugfests in unhookable areas. Such zones include RCPD library, Eyrie of Crows, Dead Dawg Saloon (potentially), Thompson House, and god knows what mischief will unfold on Haddonfield because that was disabled in the PTB. Again, I want to stress that this perk isn't good, and can't even be used on most maps - it's 100% going to be troll bait.

    Dead Man's Switch can be effortlessly camped by Artist, which lets her facecamp someone to death and prevent gens from getting any progress, or force a hook trade in which she blocks the gens again. Doctor and Freddy also have the potentials to be game-stalling monsters with this, but Artist is the main problem case.

    Gearhead's aura is harder to see than the old version of the perk even if the trigger conditions are better.

    Buckle Up and Furtive Chase are still 100% useless. Wake Up and Distortion are still 90% useless.

    And unsurprisingly, none of the addon nerfs were reverted. Mikhail's Eye needed to be 35% instead of 50% zombie movement speed because Twins are monsters at high MMR.

    Why do we even have a PTB if absolutely none of the feedback is taken into account? You might as well just release everything to live immediately and then patch it in three months if something's busted, because that's what happens anyway.

    If this is true and there are still maps with spots that can be abused and make it impossible to hook people, then I’m done believing that BHVR listens to the community. This is something that 1) is a real problem; 2) has been made widely known on the forums; and 3) should be very easy to fix. If this issue still isn’t fixed, then there’s just no point in ever providing feedback again because it’s clear that it will be ignored. I haven’t played after update yet to confirm if it’s still a problem, but if it hasn’t been fixed yet then it’s hopeless

  • @N8dog said:

    So i was watching the recent Q & A and one thing mentioned was that they would do is look into forum suggestions about long queue waits. Well I have an idea to make waiting a little more bearable. After waiting a certain amount of time you get awarded an amount of bloodpoints. After each subsequent minute after that you get more (but a significantly lower amount afterwards. With this in play patient players who wait to play their chosen role for a longer period of time will at least be given something for their investment. It's not going to prevent long waits but I think it will be easier and more accepted than games with bot killer/survivers. What do you all think?

    The answer to long queue times (which is almost always for survivors) is to incentivize more people to play killer. Right now the game is so imbalanced against killers at mid to high levels that few people are willing to take the abuse of playing killer. Either make quality of life changes to improve killer or at least rewards with more BP/shards to compensate for the abuse.

  • @Pizzasauce said:

    https://forum.deadbydaylight.com/en/discussion/comment/2765695#Comment_2765695

    I feel like this view is very selfish. But I am a person who thinks with their feelings. I find it hard to objectify situations without emotions being involved. I don't think this conversation will be going anywhere. But again, I appreciate you at least attempting to show the smallest amount of empathy.

    Actually, it seems selfish to expect everybody else to be totally OK with your internet problems. It’s literally impossible for the game to know whether you DC’ed because you rage quit or because of a network issue. The game experience is terrible for everyone when the DC penalty is disabled, and to expect the tens of thousands of other players put up with a much more terrible game experience because you are having network problems is in my view very selfish. Sorry if that sounds harsh, but it is true

  • @SilentShepherd said:

    It's become abusive at this point to go Bubba and then ruin everyone's day with toxic gameplay. Every single Bubba I see, is an abusive toxic player. Face camping, etc.

    I think a fair nerf to Bubba would be, once you use your chainsaw, add a cooldown of 20 seconds before Bubba can revv it up again. So Bubba's can stop spamming it. Or, if not a cooldown, then change it from AoE, to you can only down 1 person at a time with it.

    There is no looping when it comes to facing Bubba. Every single one of them just do their special ability and get to lunge forward with an insta-down AoE (area of effect) attack that downs everyone and anything in it's path. It's easy to control, unlike Billy, who has to charge in 1 direction. Bubba can change directions during the entire special.

    Why does it last so damn long? He gets to swing about 10 times with that thing and insta downs everyone.

    And forget trying to save your teammates. He can facecamp everyone 1 by 1 and even if you come 3 strong to try and get save, he will just AoE everyone in a couple swings and insta-down EVERYONE from healthy to dying.

    Bubba needs a nerf bat. really hard. Shorten the time his special lasts.

    I'm at the point now that if I see another Bubba, I will intentionally kill myself on first hook and move on to another match.

    Halfway decent survivors can loop him all day. Practice more

  • @Johnny_XMan said:

    I was mending from a Legion hit when suddenly I saw who I was playing with 😂😲

    None other than the one and only...

    https://us.v-cdn.net/6030815/uploads/V9DB2UBQSD4P/sluzzy.png

    You guys ever met someone from here in game? 😄

    The best way to tell if it was the real Sluzzy is if you 4K’ed with 5 gens remaining using no perks with a low-tier killer because all killers have a massive advantage that cannot be overcome. If anybody escaped, then no way it was the real Sluzzy

  • Many of the survivors complaining that NOED is a crutch for bad killers use Dead Hard so they can press “E” for a free health state every time they get outplayed. People complaining about one or the other need to realize they are both crutch perks to bail you out from for your mistakes. If you use Dead Hard, you have no right to complain about NOED and vice versa.

  • @DemonDaddy said:

    With the dev's logic 1 hook kills are more intended than engaging all the survivors in multiple chases.

    Context of the kill matters to us the players, but the results are all they care for and the methods matter little when falling in line with data goals.

    Exactly. Bubba who gets two kills and six hook states while facecamping is equally skilled compared to Pig who wins chases and doesn’t camp or tunnel and kills two survivors with six hook states, per the devs’ logic.

  • As much as I think the SBMM system is garbage, this is a tough situation to deal with. Like you said, shouldn’t have really good killers facing baby survivors just because they are playing a new killer. Unfortunately I think the only option is to try playing during the day when it’s more solo queue teams and hopefully easier. Playing at night on weekends is mostly sweaty SWF squads and not a great time to be practicing new killer unless you don’t care at all about being abused by the survivors.

  • Few killers want to play against sweaty SWF on weekends. BHVR knows this is a problem but won’t do anything about it.

  • @SweetTerror said:

    I get that we're talking about different dev teams here, but why can the mobile version of your game have such a feature whereas the main game can not? Playing a killer that you haven't played before against a SWF full of the strongest meta perks doesn't exactly make for a great gaming experience. Must we always be thrown into the deep end of the pool? Why can't we at least select bots within a custom match?

    I don’t have a problem at all with this. I’d rather have the devs spend their resources on things that improve the core game itself. Building a well-functioning practice mode and the AI needed for it would take a ton of time and effort, and it wouldn’t result in a lot more people playing the game so thus not bringing in additional revenue

  • Because of CoH meta makes M1 killers not viable

  • @TWiXT said:

    https://forum.deadbydaylight.com/en/discussion/comment/2762426#Comment_2762426

    Yes, I saw the Stream as well, and they pretty much put to bed a lot of my assumptions and complaints about SBMM being the cause for the player dropout rate, and it definitely is better than the old "Victory Cube", however, what irritated me the most was their response to this question:

    @Madjura - "What is the Killer/Survivor distribution?"

    Internally, this is known as the "Role Ratio"- the ratio between killers and survivors. In a perfect world, this should be 4:1, but the truth is that this fluctuates throughout the day quite often. Time of day, reigon, platform, day of the week, and seasonally all are important factors. So no specific ratio can be given, because by the time Patrick has finished talking (and I've finished writing, and you've read it) it will be wrong.

    This is an excerpt from @GoodBoyKaru 's Summary of the stream, with the answer they roughly gave for it. The Problem I have with this "Sweeping it under the rug" style answer is that they treated it as if they were going to check it for the day/hour of the stream, and completely ignored the possibility of presenting us with a chart that shows the average "role ratio" per month for the past 3 or 6 months. That was something they very easily could have done, and is almost exactly what this whole post was aimed at getting ahold of, but I believe they purposely didn't do it because they don't want anyone seeing it, which adds more credence to the idea that Killers are in fact dropping out of the game more than survivors, especially over the past few months.

    It was like they were covering up their Silence on the issue with a lame excuse for why it couldn't be done right then and there, while ignoring giving us what we wanted to know, and hoping we wouldn't notice or press the matter further. That really rubbed me the wrong way.

    If BHVR was confident that they had the data that killers are not leaving the game, I think they would have responded to that question very differently. I think they would have shared the data or at least said something generic like “killer player numbers have not been dropping” if they could show the normal % of players in the queue pool was even close to healthy. They didn’t because we can all see it very obviously in the queue times - the game has fundamental balance flaws that make playing killer unfun at higher levels and against SWF.

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