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Red_Beard

Red_Beard

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Red_Beard
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  • @Dialga123 said:

    https://forum.deadbydaylight.com/en/discussion/253114/wraith-s-all-seeing-blood-add-on

    Wraith is terrible in a chase, just let him have his add ons, it's the only thing he's got going for him

    I play a lot of wraith. He is very strong in chase, especially if you are re-cloaking.

  • I did a little experiment and played 50 wraith games all while at rank 1 and 2 before his buff and I ended with a 79.5 kill percentage. I wasn't using All Seeing but even then I felt it was an extremely strong add on. Using it now I feel unstoppable. Add bone clapper on with that and it is absolutely unfun to play against, even when running spine chill.

    I've been playing around with some different builds. Right now I'm using bamboozle, enduring, spirit fury and whispers and running a shadow dance add on. It doesn't feel too OP and oppressive from a killer standpoint and if the survivors spread out and can loop, they can still do well.

    I thought Wraith was strong before but if you bring all his best, tinkerer, ruin, pop/undying plus All Seeing or stack on Windstorms, I imagine he would feel just as oppressive as tinkerer, ruin, pop/undying Freddy does.

  • I am not talking about 'you' specifically in this response, just using general terms. I think saying self care is a bad perk is a mindset of an inexperienced player. You heard somewhere it was a bad perk because the only way to play is rush the gens as fast as you can. It is the same thing with NOED. Someone said NOED is a perk only run by "bad" killers, even though it sees playtime in tournaments by some of the best killers in the game.

    While I have seen self care used at the wrong time, especially when the pressure is on towards the end and a gen needs to get done, I have also seen just as many times where the three other players heal each other at the wrong time. There are so many times in solo queue games I've been running a killer with one gen left, get hooked and see the other three teammates in a corner near the almost completed gen healing each other and the killer gets there in time to PGTW it. Self care isn't a perk making people selfish as people play that way even when they don't run it. And as annoyed as I may get by their play style if it costs me an escape, it is their choice to play the game how they see fit, not mine.

  • Yes, I did. But long ago I decided I didn't need to see people flame me in the end game chat because of something I did they didn't like so I have my end game chat shut off and won't see it. Thanks for trying though.

  • @QwQw said:

    I honestly don't think this thread is ever going to die until we get some sort of response from the devs.

    I'm starting to have my doubts that it will given I have had 2 posts in here stealth edited. And what offensive crime did I commit? I @ community managers.

    What do I mean by stealth edited? One post was deleted, the other had the @ removed and it didn't say at the bottom which mod edited it. When I at the forum rules, I don't see any rules against @ community managers so I guess my only reasonable option left is to conjure up conspiracy theories. 😒

  • @apathyinc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218893#Comment_2218893

    But a system like this probably was a priority of the community. I know I marked that it was in the community surveys they put out, because some of the community's player behavior is the top reason I wouldn't recommend this game to friends.

    Designing a system that can detect when someone is doing a legitimate report and when someone is just spam reporting is something I'm sure the devs are taking into account. From what I've read, the uproar is from people who probably play like dicks and are worried that their actions might have consequences. Just don't break the official rules and you will be fine. I've played a bunch of games with reporting features, zero times banned, and I imagine I'll be banned zero times with whatever system BHVR implements in DbD.

    What is playing like a dick? Everyone I see concerned about it is talking about the stuff people tell them they are going to report them in end game chat or they get hate mail in their steam, PS4 and Xbox accounts for, which is usually camping, tunneling, tea bagging, flashlight clicking, slugging, body blocking. All things BHVR states in their own rules is not bannable. Are those things you think is someone playing like a dick?

    I haven't seen a dev team be able to design a reporting system with an auto ban system yet that isn't able to be abused I and don't believe BHVR is the team that is going to be able to figure it out.

  • What do you mean by drop in killer mains? As in people who post on the forum saying they are a killer main have stated they are no longer playing killer?

  • @apathyinc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2218758#Comment_2218758

    The current system is pretty lousy though and you never see the results of your repot. BHVR seems to be saying that since the current system is inadequate and they are working to improve things to where people will see the actions of their reports, and the actions will come faster.

    How is this not a good thing? Some people seem more worried about getting auto-banned for "no reason" rather than pointing out the positives that this system can bring. Detecting abuse of a reporting system is already something that is used by similar reporting systems and would help to ensure that people aren't just banned for no reason if they are following the EULA.

    I am for report feedback but you can create a feedback system without an auto ban system. Some of us are concerned because we haven't seen an auto ban system in a game that hasn't been abused. WOW has it. You can spam report anyone you want and get them temporarily timed out in chat. PUBG has it. Same thing, you can spam report someone and get them temporarily banned from playing even if they weren't cheating. And considering how many people post about tunneling, camping, tea bagging, flashlight clicking, and body blocking are toxic behaviours that BHVR should punish, would absolutely falsely report in attempt to try and get people banned in an auto ban system. Even if it's temporary, how is being temporarily banned for not breaking a rule a good thing?

    Also, some of us don't feel like this is a feature they should even be putting resources into and are expressing our opinions about it on the forum where we are supposed to express our opinions and concerns about the game, especially when there are many other things the community has been asking for for years. I still haven't seen a thread started by anyone saying "OMG, AN AUTO-BAN SYSTEM, JUST WHAT THE COMMUNITY WAS ASKING FOR" since the announcement.

  • @apathyinc said:

    https://forum.deadbydaylight.com/en/discussion/comment/2216463#Comment_2216463

    Cheating, harassing, taking the game hostage, rage quitting, exploiting, and being a dick.

    Harassing, if you mean end game chat has filters now so you don't see the "bad" words anymore. You even don't see words that aren't bad. Harassing outside of the game chat will not be banned for by BHVR as stated in their game rules. Rage quitting is already auto-ban. You even get banned for legitimate disconnects like your power went out. "Being a dick" is the same as toxic. It is way to subjective. A lot of people think tea bagging and tunneling are toxic. These are also not reportable offenses as defined by BHVR in their game rules.

    That leaves cheating, taking the game hostage and exploiting. These are already able to be reported. The only problem is BHVR wants video evidence as well and I am guessing most people don't record their games. But I guess I don't mind that video evidence is required because it would be too easy to say someone is cheating, exploiting or taking the game hostage when they aren't.

  • @Dragonivy759 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215425#Comment_2215425

    Discord servers usually have a lot of people on them, so getting over 12 reports from a friend's discord server isn't going to be uncommon.

    They said the reporting would still be from end game lobby. So if that persons 12 friends weren't in the game with them, they wouldn't be able to report.

  • I just did a little search through the optimization forum section between some matches this morning. In the first 5 pages, about 150 threads, there are 4 of the 150 threads that are closed and the reason was the thread was in the wrong section or not a valid concern as it was working as it was supposed to be, 2 were closed with no response as to why but were still in pending, 1 was answered and acknowledge as an already reported bug and 1 was answered and told it was posted in the wrong forum section.

    So 142 threads in optimization in the first 5 pages are still in a pending status with no response. The oldest one I noticed was almost a year ago, June 2020.

  • @Xayrlen said:

    Honestly speaking, if you as a killer camp and tunnel, you deserve a ban since you ruin other's fun with this kind of unsportsmanship during the game.

    Except BHVR specifically states in their game rules that camping and tunneling are not reportable.

    image.png

    So I guess if you ban for these you should be banned for false reporting?

  • @APoipleTurtle said:

    I'm just hoping that it will simply be a system for bringing players who are frequently reported to the support team's attention for review. Then an actual person (or people) could review the evidence and see if any sort of warning/penalty is warranted for the potential offender or if the reports should just be discarded.

    It's totally okay if they are using technology to streamline support's job. It's not okay if they are using technology to replace support's job.

    I have my doubts it is being developed as a way to streamline support as if it were, why would that be a change that the community needs to know about? Especially why would that be deemed so important to be announced on an anniversary stream?

  • @apathyinc said:

    I'm all for it, it sounds great, a system that can ban toxic behavior. I hope it also tracks people who try to abuse the auto ban system, and bans them too. People need to stop being dicks to each other.

    What do you consider toxic behavior?

  • @HaunterofShadows said:

    jesus christ slow your role. Complaining is one thing. I've complained about this system but don't start a petition about something we have little to no details on.

    Why do we need to have more details on a system we don't want? I would rather people speak up and voice their concerns now in hopes they will realize this is a feature they shouldn't commit anymore time to. I've been glancing at the forums since the stream. Maybe I missed it but I haven't seen one thread started from anyone saying "OMG, AN AUTO-BAN SYSTEM IS JUST WHAT WE HAVE BEEN ASKING FOR!".

  • @MandyTalk Can you pin this? I think there are a lot of us waiting to see a response on this and it would be nice if I didn't have to search for the thread.

  • @DeathByGiggles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215550#Comment_2215550

    Definitely didn't mean to sound condescending with that, so I'm terribly sorry if it did! ❤️

    What I was trying to clarify was that these different teams often have different skillsets, which means they aren't as interchangeable as some may think. That's why some features and changes may take much longer than others, as well! Someone that worked on one thing is most likely not the same person that does bug fixes, balancing or works on console optimizations.

    I know that doesn't give you guys a super concrete answer, but I hope it does give at least a little more insight. ❤️

    Thanks for taking the time to write all of your concerns - they are on our radar and are being taken into consideration when developing this feature. We'll be bringing it to the team in our next report today, too!

    Sorry, but I'm not buying this either. Are you telling me that you hired these people specifically for creating this auto ban feature and once it is implemented you are going to lay them off? I guess that is one way to run a business. And them having a specific skill set still does not mean they are not a wasted resource. For example, instead of hiring developers that only know how to create auto ban systems, you could have used that money to hire more developers to fix bugs, balancing or optimization.

    Yes, I know, you and I are not part of the leadership team that makes these decisions, but please don't try to placate me with what is in my opinion b.s.

  • @DeathByGiggles said:

    https://forum.deadbydaylight.com/en/discussion/comment/2215500#Comment_2215500

    We do have different teams working on different features, so the team that is working on autobans would not necessarily be the same team that works on console optimization! That said, we will be bringing up the concerns with autobans to the team. ❤️

    

    We aren't stupid so I don't know why we always get the condescending, default response of "we have different teams working on different features". Just because there are different teams doesn't mean they aren't a waste of a resource that could be committed to other aspects of the game that forum members constantly bring up, bug fixes, balancing, optimization.

    Thank you for giving the feedback to the team.

  • @DeathByGiggles said:

    Hey everyone!

    Thanks for leaving us your comments. Just to confirm, the autoban changes are not live yet. We will be announcing more details closer to the date they go live! This feature is still being developed, so please sit tight until we are able to share more info about this. ❤️

    With how well the chat filter works (it doesn't) I don't think we should sit tight. Many of us don't have confidence BHVR developers are going to be able to implement this in a way that doesn't let it be abused and me personally, feels like is a waste of time for BHVR to even work on. Especially since they have stated how long ago they were working on console optimization and MMR which aren't in the game yet. Maybe you could take this feedback to the team before the commit too many resources creating something the community doesn't really want.

  • If it works as well as the chat filter, everyone will be banned from playing in 2 weeks tops.

  • I don't get why they are even working on changing the Moris again based on the justification of it prematurely ending someone's game which is what they said in the stream. I can't think of one post saying Moris where still too powerful after the nerf. This seems like a huge waste of resources.

  • I think toxic is not searching the forums to see if the thread you are about to make has already been made (or made many times) and already has many opinions posted on the subject that could answer your question. KAPPA

  • @v4lor said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210411#Comment_2210411

    People say this all the time, and if this is true, then the developers should have no trouble showing stats that support it. I want a statement from them that supports why it's been so bad.

    What would you rather do, wait 10-15 minutes to play with possible potato teammates against a killer that is much better than you, or wait 1 hour to get teammates of your same rank and be against a killer of your same rank? Me personally, I would rather wait the shorter time to play and possibly lose than wait a long time to play. Matchmaking has always been an issue. If they change it to be more strict about rank matching, you will have to wait a very long time. It has been that way before and most people would rather not wait an hour in queue.

    It is 100% because of not enough killers to survivor players when survivor queues are long. What else could it possibly be? Which role people choose to play at which times is not Behavior's problem to solve. They can only influence your decision, but it is ultimately your choice. If the queues feel to long for you on survivor, swap over and play killer.

  • Someone made a very good post about this a long time ago, I think it may have been @NMCKE. It was essentially about why tunneling the first person out of the match was so effective because once you got down to three survivors gen progress almost came to a standstill and if there weren’t many gens done before that time it seemed almost impossible for them to win. I think there was a similar suggestion of repair efficiency based on number of people remaining that could possibly alleviate the need to tunnel, incentivized the remaining survivors to still work gens instead of hiding and waiting for the killer to kill the others and maybe even make the hatch an unnecessary mechanic.

  • @Midori_21 said:

    About the freddy nerf, one of his issues actually was fixed, his extremely boring slowdown addons.

    I don’t think his add on’s really mattered that much. A tinkerer, ruin, undying/PGTW Freddy that teleports immediately on tinkerer proc still creates long and oppressive feeling games.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210145#Comment_2210145

    They can bulk up and spend it all at once in a sense. It really would just all around give somewhat of a placebo effect with the grind to ALL players.

    I doubt most new players save up to even 100k before they spend it. I’m not opposed to a blood point cap raise, but the people it benefits are those with all the perks anyway and would only help them grind out the new content faster, which they probably do in 3 months easily even with the current cap. Plus there are work arounds for that already.

    I do think the grind is too slow though and perk tiers should go, perks that don’t get used should be deleted and new killers and survivors should only come with one new perk each. I also think the 8k per category cap should be increased and more increased blood point events should be given. These are all things that would help new players and those that don’t have as much time to dedicate to this one game.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2210090#Comment_2210090

    Just imagine yourself being brand new. All these survivors/killers all the perks/addons/items. 1 mill is terrible imo

    Why does the cap affect a new player? The cap really only affects those trying to save for the new dlcs. The amount awarded is what needs to go up to help new players with the grind. That or the amount of perks/tiers reduced.

  • @beatddb said:

    After playing in the reworked maps I thought, why not having a day and night cycle? And I don't mean to have it in real time, but every time a realm is chosen have a certain chance of being it day or night. Just imagine how different the coldwind farms would look at night.

    Hell, the moon offerings could even be brought back to alter this and choose if you will play on day or night.

    There could even be special "events" like a blood moon where the map is tinted red (it could have a low chance of happening, or set during blood rush events)

    I think they got rid of blood moon offerings because it was too much work to make so many different iterations of maps. I’m sure it’s not as easy as “ add red filter”. Every portion of the map would need to be gone over to make sure it looked good and to an extent, realistic. To do that for every single map would be too much and delay reworks of maps and new maps.

  • @PabloLovesMC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2203509#Comment_2203509

    In a row in one night (excluding the game where 2 people dc right off the bat but at that point it dosent feel like i deserve the win)

    How many hours do you have? I think it is just you needing to put in some more time to learn. I won't get into a statistics debate, but killers as a whole are over a 50% kill average. With you getting only 7 to 15% kills you are well below the average. I get it can be frustrating if all your matches seem like you are going against people that severely out skill you, but you really learn more in those matches than you do killing 4 people of lesser skill because you will learn what works and doesn't work against good survivors versus only learning what works against bad survivors.

    In my opinion, the balance is the best it has been for killer. That doesn't mean certain things don't need tweaks, but it used to be a lot harder.

  • Getting the Deranged Pursuit achievement before they changed it without asking survivors to help me. Everyone said it was impossible unless you messaged survivors and asked them to help you farm it.

  • @Lord_Tony said:

    wow iron will is absolutely ######### broken.

    Iron will doesn't remove grunts of pain from downed survivors. There is a sound bug that has been in the game for a while now that will sometimes cause downed survivors to not make noise.

  • I tried doing this without camping. No luck. Have to camp the hook and hope they come for the save before your corrupt runs out.

  • @Trickstaaaaa said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202515#Comment_2202515

    It's all public information steam trophies at least. And I was checking my ps4 to see the stats of how many people got the rank achievement, and I don't think the ps4 version has the rank achievement that steam has. But you can see how many are playing in steam on website that show number of players that are playing, and how much have played it over it's lifespan.

    @TicTac

    It says only 49.7% of players have raised a character to level 10 so I'm pretty sure the stats take into account everyone that has downloaded it and played at least 1 match. So that would probably include those who played on a free weekend for an hour. I'm sure if it only took into account those that play actively, the % for those that have reached rank 10 would be much higher, even for the casual crowd.

  • @PabloLovesMC said:

    https://forum.deadbydaylight.com/en/discussion/comment/2202438#Comment_2202438

    It used to be better but right now in ten games i get around 3-6 kills. I havent had an easy game in a week. Ive been playing huntress, wraith, deathslinger, and anyone stream requests or anyone I have dailies for

    Just before the recent Wraith buff, I played 50 games and kept track of the data. I was either rank 2 or rank 1 the whole time and I killed 79.5% of the survivors. Without looking back at my post, I think there were only 4 teams I played that I felt really out skilled me. The other games I played where I didn't win was just because I made too many mistakes.

    Do you play those 10 games in a row or just like one a night? If you only play a couple a night you might just be unlucky in matchmaking and get survivors more skilled than you.

  • I’d like to see y to them skip some chapters to work on bugs, optimization, and balance.

    I’d also like to see some announcement of a plan to incredibly decrease the unnecessary blood point grind, such as only one tier perks, deleting perks that see almost no use and only adding 1 new perk each for killer and survivor in future patches.

  • I prefer the survivors that are good at looping, but don't really pay much attention to the gens. The chase is the most fun part for me. To go further, I really enjoy going against survivors that swarm me when I have one of their teammates down. It is fun to try and out think and out play them when they are body blocking or coming in to pallet stun or flashlight save. Some people think that is bullying, but it is just a different play style for survivors than focusing gens in my opinion that is more exciting.

  • Killer Perk: Last Laugh

    After years of torment, you finally get the last laugh.

    If an injured survivor teabags in the exit gate, the exit is extended another 5,10,15 meters with no visual cue to survivors.

  • When you have an unbalanced ratio of people trying to play killer or survivor, the queue times have to be longer for one side. In the morning the survivor to killer ratio is less than 4:1, thus fast queues for survivor, long queues for killer. In the evening, the survivor to killer ratio is more than 4:1, thus longer queues for survivor, faster queues for killer.

    BHVR can not decide when people play or what role they choose to play. What they have decided to do so people don't have to wait 15+ minutes is to widen the rank disparity that you can be matched to if you have been waiting in queue for a while. I do not know and don't think they have said what that time limit is.

    They have in the past been more strict about rank matchmaking, I remember some people complaining of 30+ minute queues before. If my choice is wait a long time to be matched against similar rank players or go against a larger rank disparity to get faster matches, I choose faster matches, even if I end of going against people much better than me. Not playing is worse than playing and losing.

  • Object is getting reworked.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114866#Comment_2114866

    I don't think there's any solid evidence that the stats are inflated, but they're showing something a bit different than people tend to assume. The stats are show how players of a certain rank fare in DBD's rank-based matchmaking system. Rank probably only loosely correlates with skill, though, meaning that these stats do not say a lot about how game balance would be in a skill-based matchmaking system. In other words, if you're a red rank killer and matchmaking is rank based, you should expect to perform very well. If you don't, it most likely means you're worse than the average killer of your rank. However, this doesn't necessarily mean that killers would be expected to perform that well in a match between, say, top 1% skill killers and top 1% skill survivors.

    I don't think there is a conclusive answer on how balance actually is in high skill matches based on the available data, and this is complicated further by the lack of a defined win condition in the game. @Munqaxus and @Red_Beard are both right that the forum is very killer sided and that people are too quick to throw out the available stats that show killers are over-performing at red rank. I see no reason to throw them out, but we should just be clear on what they're actually showing. It's entirely possible for the game to be killer-sided at red rank with rank-based matchmaking and also survivor-sided for the highest-skill players out there in a skill-based matchmaking system. However, at this point, we only have data showing the former.

    Just wanted to make clear I definitely didn't state in this thread and don't believe I have stated in any other thread that I feel the forum is killer sided. I do think that but I have not really done any research or seen a post from anyone else that has actually done any research to be able to state that as fact.

    I do feel with the matchmaking we have, playing killer in red ranks is pretty easy and as proven in a little experiment I did, I have a high kill rate with a killer I am competent in playing. And as I only have around 900 hours as a killer, I would assume anyone who has put in more time than me as killer or is just a natural, probably has a similar or even better kill rate with their competent killers. And those that don't have a similar kill rate, they probably need to work on their chosen killer a little more.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117393#Comment_2117393

    The stats are supposed to be for Red Ranks only.

    If they aren't, there is no reason to differentiate between them, they are supposed to be the stats at the highest level of play. But they don't actually use the highest Ranked Survivors.

    Basically, if you are going to say, Red Rank stats, please, actually use Red Rank Survivors as well.

    I don't see where they state the stats are supposed to be for red rank ONLY, unless there is a set of stats I am missing. It states Kill Rate VS. Pick Rate (Red Ranks). I would make the reasonable assumption they would be talking about red rank killers because it is specific to killer picks, but that is just an ASSUMPTION unless they said somewhere that it wasn't also full red rank survivors. I also don't see anywhere on this page where they stated this was supposed to be stats for the "highest level of play".

    And I really do not understand why all red rank members matter because as a player who was been a red rank killer since March of 2018, three months after I purchased the game, my public match games are not usually all red ranks.

    Again, the stats are not inaccurate just because they didn't use only the variables you feel they should have used.

    https://forum.deadbydaylight.com/en/discussion/106566/stats-november-2019#latest

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2117383#Comment_2117383

    Then they shouldn't label them as red rank matches.

    Why? If they were pulling only matches from red rank killers, that is what on average it is like for red rank killers. Just because the stats do not show what you want them to show doesn't mean they aren't accurate and don't show what BHVR was intending to show.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2116107#Comment_2116107

    Again, I used an example to illustrate my point. Of course, Red Rank Killers are going to obliterate low ranked Survivors and then those stats are presentated at "Red Rank Kill Rate of 68%."

    If you only took Red RNk Survivors and Red Rank Killers, I'm fairly positive it would be under 60%, which is a 2K 2E game.

    I would suggest not even stating the kill rate stats aren't accurate then. If you want to say the kill rate stats might be different if every match was a killer vs an equally skilled set of survivors, ok. But the stats are accurate to the state of public matches at the time they pulled them.

  • @Pulsar said:

    https://forum.deadbydaylight.com/en/discussion/comment/2114810#Comment_2114810

    Likely.

    We have NO idea of what variables they took into account. For example, we know Red Rank Kill Rate only means the Killer was Red Ranked, the Survivors could be Green.

    It’s funny how you state that BHVR’s stats are incorrect but then say you have know idea what variables were used to make the stats. Meaning you are guessing they are wrong. With thousands of data points to use it is improbable that the stats only reflect matches of red rank killers vs green rank survivors.

    When BHVR says they feel balance is 2 escapes 2 kills they are talking as a whole of the player base, not each individual player needs to average out at 50% escapes or 50% skills. The stats they calculated are accurate to the state of public matches at the time they pulled the numbers.

  • Sometimes you just go against teams that are better than you. But that is not the majority of the time by my stats and BHVR's stats.

    Stop blaming your losses on the game and start learning from them to get better.

    @Red_Beard said:

    Hello my fellow Dead by Daylight enthusiasts. This is a follow up to my recent post giving some data from 25 Wraith games I played as a red rank killer. Those 25 games were played on a weekday. The next 25 were played on a weekend. I wanted a mix to account for the possibility of a larger pool of survivors giving me more balanced match making, presumably better on the weekend. I also wanted to have a decent amount of games played to give a good average. This post is the data combined from those 50 games. I did not do a full comparison between the weekday and weekend games, but I did add some notes in the first post, which can be found here.

    https://forum.deadbydaylight.com/en/discussion/237236/update-numbers-from-25-wraith-red-rank-matches

    An update to my hours played at the end of this experiment I now sit at 1605 hours played. I also play survivor, I believe only slightly less than killer, but I do not keep track.

    I started the experiment at Rank 2, 4 pips in. I ended at Rank 1. The lowest I dropped while completing this was Rank 2, 3 pips. I played no other killer games during this experiment.

    My goal through the whole thing was to play to win. This meant kill as many survivors as I could first and foremost, but also play get as many hooks as I could if I didn't think it would cost me the win. I didn't go into the games planning to aggressively camp, tunnel and slug. That said, if I felt I was getting behind, I used those tactics if I felt it was my best option to win. There were definitely a number of games I did have to tunnel. I also noted 2 games I played were I decided to hard camp a hooked and slugged survivor. Sometimes I decided to hard tunnel when I got down to 2 or 3 gens with 4 survivors alive. Sometimes I decided to hard tunnel at 4 gens because I could tell by how the chases were going I wasn't going to win otherwise.

    I also decided not to slug for the 4k unless I could see the last survivor even though this was counter productive to the goal of killing everyone. This was because I was also somewhat curious how many people could beat me to the hatch. There were some games I could see the last survivor and still did not slug because I was confident I would be able to get them before they got to the hatch.

    I never gave up trying to achieve the goal. If the gens got down and the gate was open, I still tried to kill everyone I could. I also did not dodge any of the lobbies.

    I used the same perk build for all the games which was Corrupt, Pop, Whispers, and BBQ. I used the same add-ons for the first 40 games which were green Swift Hunt and Green Windstorm. I used purple Swift Hunt and purple Windstorm the final 10 games because I ran out of green ones.

    I had five disconnects while playing. I didn't count the data from two of the games because the disconnects happened early on, so I played two extra games. I did count the data for three of the games because the survivors disconnected on death hook.

    Now that I've bored you with a lot of background information, let's get into some numbers.

    Blood Points

    I earned a total of 1,409,722 in game blood points for an average of 28,194 per match. Survivors earned a total of 3,237160 in game blood points for an average per survivor, per match of 16,186. I did not record post game points for killer.

    Survivor Ranks

    I decided to break the teams down into three groups; all red rank, three red rank and 1 non-red rank, and mixed. And so I do not repeat a bunch of information put those into a table with kills and pips.

    https://us.v-cdn.net/6030815/uploads/7I0L4Q989KD7/image.png

    Kills Overall

    https://us.v-cdn.net/6030815/uploads/O7MLTUU68EMW/image.png

    I had a total of 159 kills of a possible 200 for a kill rate of 3.2 or 79.5%.

    Of the 41 escapes, six were by hatch. Four of the hatch escapes were from the survivor finding the hatch first. Two of the hatch escapes happened in one match from a plundered key. That is 15% of the escapes being through the hatch.

    Pips

    https://us.v-cdn.net/6030815/uploads/7CBTIXUXQREK/image.png

    That is a total of 45 pip points earned during the 50 matches.

    More Frequently Discussed Perks

    https://us.v-cdn.net/6030815/uploads/9H9I1Z7R4SFY/image.png

    The dreaded DS/UB combo was brought 14 times or was in 7% of survivor builds.

    I was stunned by a decisive strike 10 times or 17% of survivors that brought it got to use it.

    Four of the OoOs were in one match. I was only able to secure one kill and I depipped.

    Survivors activated Dead Hard too many times for me to count and I don't record my games.

    Items

    https://us.v-cdn.net/6030815/uploads/75KE4VTSVNKZ/image.png

    There were four BNPs brought in the 50 matches.

    https://us.v-cdn.net/6030815/uploads/COIVYC5XTRQ0/image.png

    There were two styptics and three syringes brought in 50 matches.

    https://us.v-cdn.net/6030815/uploads/FJ8PB12HF92F/image.png

    I was stunned by a flashlight save six times with many more attempted.

    https://us.v-cdn.net/6030815/uploads/TJYE7Q2HOX3I/image.png

    There was a key that could open hatch brought in 8% of the matches. None of the keys brought were used to open the hatch.

    There were three pink maps and no other maps brought in all the matches.

    Offerings

    I only brought blood point offerings. While there were a lot of different offerings brought, the most talked about ones are map offerings. For map offerings, two were Haddonfield, two were Dead Dawg, one was Hawkins, one was Cold Wind Farm and one was Macmillen's. That is 14% of the matches had a map offering.

    My Thoughts

    For killers that I feel competent with using their power, this feels pretty normal for me playing in red ranks. Even with full red rank teams, I performed a little worse but still am managing to kill more than 50% of survivors.

    Of course, killers I am out of practice with, or never really learned I do worse with because I'm not that good with them.

    In the 50 matches, there were only four games that I felt I had no chance of winning. But that isn't because of the balance of the game or the perks the survivors brought, it was because those survivors were just way better than me. I have I'm guessing roughly 900 hours playing killer. I am at the top rank. Included in that rank are people that may have 5000 hours in just playing killer. It is the same on the survivor side. If I get matched against those survivors with so many hours that know how to play against every killer, of course I am going to get stomped, no matter what perks they have, because I am not of equal skill as them even though we are both at the top rank level. And if ranking was such that it more accurately reflected skill level of the game, I wouldn't be a red rank killer, and I can accept that.

    As for the toxic experience, there was only one game that in end game chat I got a GGEZ. Yeah, throwing a little salt, but not terrible. I have had some people say some terrible things, but it is very, very rare that I see this happen. Sure there was a lot of tea bagging and flash light clicking. But I killed most of them so I win.

    Overall, I find playing killer at red ranks to be mostly easy and enjoyable when I'm playing killers I'm competent with. Definitely easier, in my opinion, than playing solo survivor.

    https://us.v-cdn.net/6030815/uploads/6EXQ4ZUYIHWR/image.png

    If you have request for additional information, let me know. I'll try to get if for you if I have the data.


  • I just had this happen to me on Yamaoka Estate - Sanctum of Wrath. There were 2 survivors running breakdown. Hooked them on 3 different hooks and they never re-spawned. The whole team kept running to the corner without the hooks and I wouldn't leave. I ended up slugging all 4 and kept checking the hooks to see if they would re-spawn. None of them did.

    None of the survivors would crawl away from that corner even though they were all slugged so I am guessing they knew the hooks wouldn't re-spawn and were exploiting the bug. Killed all four but depipped and got the GGEZ. Great times.

  • @[Deleted User] said:

    Killers are stronger than survivors early on and in lower ranks generally.

    Good survivors (in a SWF) are stronger than good killers however.

    You could technically win like dozens of games in a row in red ranks as clown or wraith or whatever; but if you took them into say a tournament or against tournament squads you are going to get absolutely demolished. It's why tournaments have to be done so specifically and with certain rules and conditions.

    But PUB matches aren't tournaments and most people players are never going to play in a tournament. So it should be fine to lose a game or 2 here and there because you went up against one of these rare squads.

  • It's great to say the game needs to be balanced but different people have different ideas on what balanced is. How do you quantify balance?

  • I think they should make it so only 1 person can escape through the hatch in a match. If someone brings or plunders a key and uses it while with other survivors still alive it screws over the others. If multiple people have a key, first come first serve. Once it's down to 1 survivor, end game just automatically starts.

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