Nebula
Nebula
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- Nebula
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The killers power is the 5th perk already, there’s no need for this.
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I absolutely love playing against Billy, he’s been my favorite killer to face for the better half of 6 years now.
That being said, his cool down on his misses and tantrums, especially with add ons, severely hampers counterplay to him. You don’t really get rewarded when you make him miss now in the open, you just get zoned and tailgated.
To your subject of people DCing. I would guess that most people when they see 2 downs happen within 30 seconds of the match starting, know they already lost.
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@sinkra said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664655#Comment_3664655
That's true but it means WOO is basically a crutch that many players rely on. BHVR have made it clear they don't want any perk to feel like players HAVE to take it to play the game.
It's quite literally designed to be a crutch perk though, especially for new players. So I don't see how this would take them by surprise.
IMO Windows should be a general perk and not locked behind a non-starter survivor. Who cares if it's pickrates are high when it's quite possibly the only thing that holds onto new player retention for new survivors. bHVR needs to do a better job helping out new players and nerfing this perk would be absolutely ridiculous in that regard.
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I absolutely hope not. Not every perk that's good needs or deserves to be nerfed.
Windows is the best perk in the game for new survivors and with how many maps + variations of maps there are, it is absolutely a necessity for new / newer players, nerfing this perk would lead to an even more miserable new player experience.
This new train of nerf every useful survivor perk needs to stop at some point, it's ridiculous at this point. Survivor escape rates are at an all-time low, at what point do we say stop to all these nerfs?
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@[Deleted User] said:
I think people are way, way, way too caught up in what their expectations were vs what the character is. My opinion: players are discontent for the sake of being discontent at this point and feel like they should be upset, so they are. The design is awesome IMO.
It could definitely be this. Personally, I think the design of the Unknown is way more goofy than anything else and that his power feels super disconnected from the design. I’m actually struggling to think of another killer in this game whose design doesn’t coincide with their power. I guess that could be what they were going for though.
Different strokes for different folks.
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I can’t say I’ve seen someone fast vault a window off a hill since they said they removed that, but I can say that I swear RPD has a higher pick rate than every other map.
I swear I play that map way more often than any other realm or map.
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@TheNameIsGilgamesh What do you think of maps like Coal Tower or Wreckers Yard?
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@Xyvielia said:
We need more players advocating on the devil’s behalf.
Making all the maps smaller only favors the Killer, and doesn’t help SoloQ at all.
Experienced Killer players have predominantly almost no challenge ending a team of Survivors; any small percentage of time there is some difficulty, it’s from a well versed 4person Survivor squad.
I want a challenge playing this game, not easy 3/4K each match on these ever shrinking realm sizes.
The focus on making DBD easier for newer Killer players has aided in destroyed all SoloQ enjoyment and caused the game to be 3/4K effortless for most Killer players who’ve been playing for a while.
Time to switch it up a bit.
Unfortunate if all the maps are similar, bare minimum sized, without any decent larger sized variety.
As soon as a map has gotten reduced in size, the complaints immediately shift to the next largest maps sizes to be reduced until they are.
This continual map shrinking has to stop somewhere.
Variety is for sure key, it gives spice to the game, not all maps can be homogeneous. That being said though, I think it's better to have an average to small sized map that's actually filled with usable / reusable resources for survivors instead of having overly large maps that punish you for playing a non-mobility killer or punish survivors once you throw the one pallet in a 40 meter range.
There's a sweet spot to be found here for sure and I believe that Coal Tower, like others said, is a great example of a map that's genuinely balanced for almost everyone. Small map, but even once pallets are thrown there's plenty of TL's, Main building window, shack window, jungle windows, etc. that are all reasonable to get to in chase unlike most other maps where even sometimes when you get hit, you can't manage to get anywhere that will give you a chance.
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@Blueberry said:
Quite a lot of variance here to give a broad spectrum answer. Some good, some okay, some bad.
If I was very heavily generalizing though I’d say overall maps are too large and with too many overly safe loops. There should be way, way less forced pallet breaks than there are. Lots of the loops are too safe to attempt to play with the pallet down for how safe they are. A killer should most of the time feel like they have a fair chance of hitting a survivor at a loop when the pallets down.
If most maps were the size of Coal Tower the game would be in a lot better state. The hold W game play that isn’t fun or healthy for the game is only encouraged when maps are too large.
Agreed. Coal tower is the gold standard for map size and layout IMO. Forces actual interactions between both sides for the most part.
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dont really run it personally but it seems to be a very popular pick on Trickster.
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@Mandy said:
On the subject of maps - we do have a forum section set up to garner specific feedback, we'll be adding new realms every few days or so (not weekends), where we're focusing on what players like / dislilke about the maps.
This will be helpful for our Level Design Team moving forwards as it creates a repository of information all in one place for them. So please do not hesitate to leave your thoughts on the maps mentioned there...thank you!
Thank you for this! Did not see this until this morning, but appreciate you guys taking the time to view and respond to feedback!
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I agree with most people in this thread. A balanced map if not slightly too big, the loops are nothing special, and it is slightly visually disappointing for what it could be (I’d love to see cherry blossoms and a lighter color palette for Yamaoka in general).
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Any map with a bottleneck (Azarovs Resting Place, old Suffocation Pit and Sanctum) is in my opinion unhealthy in terms of how easy it is to hold a three gen and how hard it is to break said three gen without coordination.
These are maps where if the killer wants to, they can essentially just forgo all chases and play the gens until survivors are forced to interact with them.
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The new player experience is already abysmal enough, add tunneling on top of it and why would anyone want to actually play this game as a new player in 2024?
My friend has recently tried to get into the game but I literally can’t even play with him because when I do, he just gets hard focused and taken out of the game immediately no matter what I try to do.
I’m not joking when I say the only time he’s escaped in 5-10 games or so we’ve played together are when I literally got 5 flashlight/pallet saves on him in a single match.
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@Bedslamb said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662431#Comment_3662431
Quentin's perk Pharmacy helps you open chests faster ( and maybe quieter ? )
That’s sadly one of like the 5 or so perks I don’t have on survivor :/
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@TieBreaker said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661957#Comment_3661957
Killers know they get a free hit as soon as it's dropped, so you can actually waste a bunch of time just standing in the middle and doing nothing. It's funny how often that works.
I always play these pallets like this and it’s absolutely hilarious how you can get a solid 10-15 seconds out of some people because they’re so scared of the stun.
I always joke with my friend that these pallets are a pure test of will.
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Any rock loop / filler pallet that feeds into something like a 4 lane or jungle gym window (with the window close to the filler pallet, not on the other side) is a very strong chain of tiles, RNG dependent but when they spawn I can typically run them for close to 40 seconds before having to throw the filler.
The filler pallets on maps like Farm, Macmillan and Autohaven (not the bad short ones at the edges of the map but the ones with the hay barrels and car tires) typically are chainable with more solid tiles and can become rather strong.
T and L's can also be super strong when used in conjunction with a filler pallet (I also just love running T and L's in general, the most fun mindgames on both sides IMO).
I honestly might be one of the few people that actually don't like running shack. I'm typically afraid to throw the pallet in case someone else needs it later and often times don't end up searching for it when in chase unless I have to, but can't deny it's strength, especially on certain maps like Cowshed where it often feeds into long fillers.
I guess moral of the story is that chaining tiles together is where you're going to find the biggest and strongest loops in the game for the most part outside of main buildings.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662250#Comment_3662250
I too like to play as a loot goblin when I'm feeling bored as survivor. I really wish I had a perk that made opening chests faster so I could loot harder.
I've been wishing for a perk like this for so long hahahaha
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@Xernoton said:
Some good ones, some ok-ish ones and some that I despise.
We have a few maps that are quite balanced and actually fun to play on but we also have maps that are extremely one sided and others that are terrible for both sides. Take Cowshed for example. There is a huge dead zone with absolutely nothing a survivor can do around there but there is also a part of the map that is covered in the strongest loops in the game.
The new map seems like a candidate for the latter too. 20-something pallets but almost all of them are terrible. In fact they are so terrible that you can't even pre drop them or loop them without getting hit. But you can try to camp them and then run to the next. So it's not fun for either side. I'd rather they remove a few of these and rework some others to be a bit stronger, so that there is actually a bit of gameplay involved.
I will say that I'm happy to see that they're at the very least trying out some new ideas and designs for loops, although they don't seem like they'll be very good.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3662032#Comment_3662032
You’re welcome.
At the same time @Alice_pbg feels very passionate about this obviously and I see you were trying to throw them a bone when you mentioned that “you yourself called this scummy”. But maybe more consideration would have cooled down the conversation.
I get it, you are simply stating facts. And it feels crazy that simply stating facts can be so misunderstood. But they actually were being misunderstood as a defense. And I get it, someone else’s understanding is not your responsibility. At the same time if you are serious enough about sincere communicative clarity which judging from your replies I believe that you are, then sometimes we have to meet people more than half way and give them some sugar to help the medicine go down. It’s a win-win situation and it gets us out of stalemate positions.
Yup this is definitely something I need to improve. I can get a little lost in the moment sometimes, @Alice_pbg apologies if I came across as rude at all, it was not my intention.
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@HerInfernalMajesty said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661985#Comment_3661985
I understand what you are trying to say. And I understand that it seems like @Nebula is defending something many of us disagree with.
But the truth is that it is fully their right to defend the practice if that is how they feel.
However I understand where @Nebula is coming from. They are not making a judgement call (well they did, in your favor actually). They are instead explaining why it exists. They said they were not trying to defend scamming or scalping.
And I know that you know this. But in your eyes giving it any room to exist is a form of defense. And in some extreme cases the game can be played that far.
@Alice_pbg I see how it looks like they have a bias towards these practices. But again the idea is true and we have to truly face it if we want to change it. People want and put up with what they allow. Scalpers exist because demand exists. It’s an ugly truth but it is still true. It is also true that scalpers kill hobbies because they buy everything up so that only a few can actually afford to enjoy the hobby. The only way this can change is by an “unrealistic” coordination effort. I put “unrealistic” in quotes because it really feels that way since as consumers we have accepted this. Our acceptance has led to how micro transactions have been accepted over the years which have led to the “optimized for profit” system we have today.
Yes good faith has been abused. Yes trust has been broken. But we are not as consumers rewarding all businesses who do not do this. This is what us accepting it looks like. There’s also the people at bhvr trying to make an honest living, even if the company’s survival tactics feel unethical.
@nebula was just trying to point this truth out. Maybe they are a little bit jaded seeing consumers continue to let these things happen but the truth is the truth.
And I even personally agree with you on how negative this business practice is. It doesn’t feel good and many of us do not like it at all. But there’s a better way of doing this and it starts with us accepting the ugly truth. That ultimately we let it happen.
Very well put, thank you for this.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661972#Comment_3661972
I've read all your posts on this topic and I can't see anything you've said that justifies the anger directed at you. I'd just put it down to this being a delicate topic that tends to have some folks on edge and leave it at that.
I honestly couldn’t tell you either. In no way am I trying to be inflammatory or rude to anybody. I appreciate you saying this though.
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@Caiman said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661787#Comment_3661787
This is digital media. There is no "supply", it costs very little to make it available to people to buy via digital distribution, unlike physical products. It's all just data, not raw materials that need to go through supply chains and processing and physical distribution. There is no reason for FOMO to exist in digital products other than to take advantage of people's instincts and emotions. It is pure greed, nothing else, no excuses, no justifications. It is unethical, it is slimy and sleazy, it is exploitation.
People can enjoy it, but it's a terrible thing to enjoy, and I'm not resigning myself to "it's just business" because it's not; it's just greed.
I totally get what your saying about digital media but this is just how the world works. Corporations are and always will be revenue driven. You can either learn how to identify marketing tactics and avoid falling prey to them, or be a consumer.
bHVR is transparent with their limited time items and the like, they're not just pulling these after a week without warning. They explicitly state that things such as the Attack on Titan set are limited time, there's no dishonesty anywhere. There is nothing inherently unethical about FOMO unless it's manipulative and not transparent.
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@[Deleted User] said:
Some are good, others thers are 🤮
I just find so many maps have too much clutter and unnecessary things that block LoS every few steps.
Remember when they "reworked" the Red Forest maps and instead of changing anything that was actually problematic with them, they just added a hundred clutter objects to make them even worse...
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661715#Comment_3661715
And that's the issue we have a system that can't survive without creating false scarcity in order to drive people to keep buying things they don't need. Don't hate the player....
False scarcity is used by almost every corproation in a capitalist society. The most popular products are often the "1 of 100s", the luxury products, and limited time products. People value exclusivity and scarcity and the system will not change as long as this exists. You either adapt to see past false scarcity or fall victim to it. Companies exist to create profit, not to cater to you individually.
I keep seeing people essentially saying "I don't like FOMO because it feels cheap and dirty" which sure, is a validated feeling, but that doesn't change anything. It doesn't mean that FOMO is unethical, or even mean that there aren't people (like OP) that actually enjoy the exclusivity tied with FOMO marketing, false scarcity or not, and there's nothing inherently wrong with that.
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@ArkInk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661462#Comment_3661462
This isn't research. People are telling you to go look up actual educational resources made by people with degrees, don't pretend your sampling of the DBD Playerbase (most whom aren't agreeing with you) is evidence for your stance.
FOMO by all aspects is a marketing tactic meant to prey on people's fear of missing out (it's literally the name of the strategy). It's predatory by nature, and to pretend otherwise is being willfully ignorant. Plain and simple. If you want research, ask an economist.
In my experience, people who usually have a strong distaste towards FOMO often typically just have gripes with Capitalism. It’s simply leveraging the principles of supply and demand and emphasizes a consumer-driven market. It’s not inherently bad or evil and if you get preyed on by it you’ll be preyed on by every other nature of capitalism.
At the end of the day it is the individuals choice to purchase the product or not, no one is forced. The game is rated M, if kids are purchasing things that they shouldn’t be, it’s on the parents to be accountable, not bHVR.
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Pyramid Head has to be my favorite, personally.
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@dbd900bach said:
While it is more difficult to use ranged killers on console, that doesn't mean high level play is impossible. The misconception here is that there is a cap to how good a console player can be which is below PC, but that's not the truth. Console players have as good as, and sometimes better aim than PC players.
The only real advantage that PC holds over Console is sensitivity which is way higher and allows for more quick and unpredictable hits/reaction.
In terms of a sight, that is something that can be remedied on one's own. There are certain monitors that come with sights that can be toggled on or off regardless of the game. Realistically however, the only real solution is to play, play and play until you get a feel for where exactly the hatchet, throwing knife or spear is going.
I’m sorry but this just isn’t true.
It is biologically, mechanically, and logically easier and better to aim with your whole arm rather than your thumb.
There’s a reason aim assist exists in most console games where there’s minimal to none on PC for the same games.
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Quality of life wise (HUD, basekit BT, basekit speed boost off hook, anti-face camping I guess this one's not very effective in the slightest, etc.) I would say definitely.
When saying easiest it's ever been though, I think of gameplay and escaping. In this sense, absolutely not. Maps are more balanced towards both sides. There's not nearly as many safe tiles on the majority of maps. Most killers have strong anti-loop and what used to be considered an average chase is now considered a great one in most games. Escape rates are at an all time low, it's definitely not the easiest it's ever been, not even close.
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Would like to add that it was the green and orange glyphs that pushed me to make this post 🤣
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Light-footed has quickly become one of my favorite perks especially when paired with Background Player. I’ve gotten some nasty saves the past week because of this. Not to mention not making footstep sounds is super solid on many maps and tiles.
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@Murgleïs said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660293#Comment_3660293
Imaging thinking tunneling only happens to p100.
Where did I say that or imply that in the slightest?? 🤣
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I’m playing with my friend who’s quite literally brand new to the game and in his first 5 games, the killer attempted/successfully tunneled him in 3…
Talk about good first impression…
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660293#Comment_3660293
It's the lower prestige/lower hour players who get hard tunneled in my matches. I rarely see a killer go out of their way to chase the highest prestige survivor. It definitely happens less frequently than the killer focusing on the least experienced survivor. I do not have people attempt to tunnel me more frequently when I am on a high prestige survivor.
Yeah I totally agree, targeting the weak link is for sure the play most go for.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660285#Comment_3660285
My point is that they should change gameplay to make it more feasible to play for hooks. Incentivizing it isn’t enough.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660268#Comment_3660268
Tunneling/camping is the only way to get 3-4k against competent groups. You have no choice if you want to win.
I totally agree. It’s a game design issue inherently.
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@I_CAME said:
I play on a P100 and have not been successfully hard tunneled in over 500 games (yes I track things like this). I do not know where the idea that P100s get specifically targeted comes from. If anything most killers will avoid me if they have a choice. The reason I want it hidden is because I get significantly more dodges when I play on my P100. The matchmaking is already terrible and I don't want it to be any worse.
Successfully hard tunneled isn’t what’s being asked here, it’s the attempt that’s being asked.
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The lobby dodging is insane and only makes the matchmaking system worse. Hide the prestige’s, it’s that simple.
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660194#Comment_3660194
It’s just further proof that the devs are disconnected from how the game is played. They are using perks like pain res and grim to incentivize spreading hooks, without addressing why killers are doing it in the first place.
Tunneling happens to be both the strongest single thing a killer can do while also being the easiest thing to do. Why would they not design perks to not encourage this?
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Just don’t even give people like that the time of day, it’s literally not worth it at all. I always just kill people with kindness and most of the time they apologize or just don’t respond.
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@concubined said:
I genuinely just wanna hear a good reasoning as to why survivors need that built in basekit second chance.
I’m not exaggerating when I say in every game I play there’s one 4% self unhook, it’s gotten so bad that I’ll wait till the entity take one person then go and actually pick the second person up to hook just so I don’t have to deal with the hassle that 4% brings
So yes I just want one good reason as to why it’s a necessity, thank you.
I’m not exaggerating when I say in every game I play there’s one 4% self unhook
The literal definition of exaggeration. You’re either the actual unluckiest person in the world or you’re lying. 100% chance it’s the latter.
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I’d imagine that he’s going to be one of the easier ranged killers to play on console. The ricochet shots are going to be tricky but the AOE will carry more than likely.
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@Pulsar said:
I'd be in favor of removing BL II and BL III but not BL I
Agreed. If you can’t catch somebody while moving 25-30% faster you don’t deserve to.
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@KateMain86 said:
I would totally be a Gaga main if she came to DBD.
As far as why does Fortnite get insane collabs like Lady Gaga it all comes down to business. Fortnite generates tons of money and the amount of exposure the game offers is very appealing.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659198#Comment_3659198
Have you ever watched a horror movie... like ever?
There’s a huge difference between acting (yourself) and being in control of random people. Why do you think Jamie Lee Curtis and Sigourney Weaver denied their portrayals?
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I absolutely love running builds like this, depending on your totem spawns it’s entirely possible they just lose no matter what. So much pressure once you get rolling.
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@glitchboi said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659340#Comment_3659340
BBQ & Chili, A Nurse's Calling, Hex: Ruin, and Whispers. Good times.
I miss whispers 😭
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659414#Comment_3659414
Except that you don’t have time for a lot of chases against sweaty groups. I was running grim embrace and decided that it’s completely not worth it- camping and tunneling is more efficient. 12 seconds isn’t enough value, and while the 40 seconds is good, I normally only got it activated in games that I was already winning. It’s either not enough value, or a win harder perk. Jolt regression is laughable and map dependent. I’ve said it before, but Pain Res is too RNG dependent, and requires too much hook spreading. There are matches that I run it and get 0 or 1 use. It doesn’t provide consistent value.
The devs keep trying to incentivize “healthy” gameplay without addressing core gameplay issues. The game moves too fast, so camping and tunneling is still the most efficient playstyle if you want to get a 3-4K. DBD needs a redesign, not perk changes.
Pop still requires you to down people and then go and kick the gen, what makes it so good in your eyes in comparison?
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@woundcowboy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659350#Comment_3659350
None of those perks are comparable to the older, better gen regression metas. Pop is the only one that is still decent imo.
?
Pain Res is a fantastic regression perk that literally only requires you to chase and down different survivors, a great and healthy perk for the game.
Dead man’s switch can be combo’d with Pain Res, Grim Embrace, Ultimate Weapon, Infectious Fright and more. A borderline OP perk when paired with these.
Grim Embrace is fantastic just by itself but deadly when paired with Pain Res or DMS, again a perk that encourages you to spread hooks, another healthy perk for the game.
Deadlock literally requires you to do nothing and can give you 120 seconds of gen stall just for survivors doing their objective.
Jolt can be hit or miss depending on the map and where the survivors go down, but another perk that rewards you for simply chasing survivors and downing them.
All these perks literally don’t even require you to touch a gen the whole match and give you unreal regression when paired together. You don’t have to go out of your way and kick gens anymore, killer gets rewarded for chases with these perks and they lead to absolute snowball fests and incredible time saves in your average match.
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@woundcowboy said:
It’s almost like gen regression is gone and killers have no choice but to play lame. Who could have seen that coming?!
What do you mean when you say gen regression is gone? Pain Res, DMS, Deadlock, Pop, Jolt, Grim Embrace, Corrupt, etc. are all great perks that have synergy with plenty of perks. Would you rather have it be back to when only two gen perks were viable being Ruin and Pop?
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659275#Comment_3659275
You can open the exits after the hatch is closed. Or you can leave your teammates to die after the gens are done, by them. You can hide in a corner and never help them out, and escape through an exit.
There are even perks to help this play style specifically.
There’s no way you thought that was what I was actually talking about. Yes, if your team gets stomped and the killer closes hatch with 4 gens left, you can open the gates and get out if you get lucky with gate spawns. Talking about moving goalposts lol.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659205#Comment_3659205
MMR and win conditions aren't the same thing, and I've been saying since it's introduction that people shouldn't be using MMR calculations to discern a win from a loss. MMR exists to help ensure survivors are matched with killers in a way that acheives the fairest match of survivors 'ability to escape' with killers 'ability to kill'.
It's not skill based matchmaking, it's kill based matchmaking.
Win conditions are not easily defined for killers.
Even survivors which are technically easily defined as binary at the most fundamental level, are muddied by the existence of 'teams'. Plus ypu then have challenges on top of that.
But for killers, most of the actual win metrics (emblems, BP score, challenges, etc.) are all contingent on acheiving objectives, and are mostly impossible to acheive without a certain number of hooks and/or kills.
Even the most extreme 'win', a 4K, can be a 4K in 4 hooks with no gen progress, or it can be a 4K at endgame with 12 hooks. Two vastly different scenarios with different implications gor the success of each side.
Even what I said before is an over simplification. But "2K is a draw" is not only just an even greate over simplification, but it also negates all of the subjective elements of DBDs ill-defined win conditions and simply chooses one of several options, that many don't agree with.
And it's not a team game, by the devs own admission. The ability to play solo is not only possible but encouraged. You absolutely can escape without relying on your team mates, you just have to be prepared to play selfishly. Teamwork exists as an option, not a requirement.
This is all part of what makes it an asymmetrical game, and all these efforts to create symmetry where is doesn't exist by enforcing teamwork, defining equal win conditions, etc. flies in the face of the fundamental nature of the game's format.
MMR and win conditions aren't the same thing, and I've been saying since it's introduction that people shouldn't be using MMR calculations to discern a win from a loss.
This is exactly how MMR works. MMR defines win conditions and adjusts accordingly. The win conditions are clear cut. Escape or die, nothing else matters besides how many escape or die.
And yes, it is a team game. You can’t escape without the help of your teammates no matter how well or selfishly you play. You are reliant on your teammates to either do gens or take agro, if they fail to do either, you will quite literally never “win” by MMRs definition. Sure, you can get hatch but that’s a draw according to MMR, you’ll never win in this regard by yourself.
Once again, this games not like TCM where it truly doesn’t require the help of your teammates to escape, you are fully reliant on your teammates to hit the win condition defined by MMR. There’s no way around that.
Win cons are also easily defined by MMR for killer. 3k and 4k is a win, 2k is a draw, 1k and 0k is a loss. There’s absolutely nuance outside of this but according to the games system, it’s cut and dry.