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Sava18

Sava18

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  • @Johnny_XMan said:

    You can't just change and especially nerf things simply because of RNG.

    From my experience it wasn't until the 6.1.0 patch that people started to really bring more gen-focused perks (On either side) WHY? Because for killers, those ones that (for whatever reason) want to have a 30 min match want to make every effort to slow the game down that much more. Meanwhile survivors now have to enter super sweat mode to have a chance thus they too focused on gen-specific load outs.

    With each lobby being a gamble in terms of what perks or killer and their playstyle you will be met with, that is the RNG piece that I am referring to that basically throws the balance off and why gens or the game for that matter, will never be balanced.

    You just ignored what he said. If both sides slowdown/speedup get nerfed then there will be less reliance and more variation without too much change in the equivalent power. It causes bad killers to beat survivors way above their pay grade and vice versa.

  • @I_CAME said:

    61 percent kill rate and people think killer needs basekit perks. Lol.

    I'm still of the opinion that most players in this game are bad on both sides. It's just killer has always dominated at the low end which will never change. There is less ability to w and get free chase escapes with old DH and IW being gone. And most definitely there is a 3-5% exaggeration with suicide on hook.

  • @woodenEnthusiasm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3204561#Comment_3204561

    You make it sound like this isn't the norm already. Not to mention survivors can just circumvent the dlc penalty by suiciding or afking.

    Which is absurd. You should get suspended for killing yourself on hook.

  • @dspaceman20 said:

    Imagine if the devs made and released a new map that had either only pallets or only windows? How bad of a map do you think it would be.

    Would you rather have a map with only windows or a map with only pallets ( you can't say neither) ?

    All pallets tend to have no gameplay and all windows would have extremely strong loops and connections. Either is bad.

  • I am a blight main but I do play survivor decently. Only killer's I can't stand are huntress and clown.

  • @CosmicScarab said:

    Survivors that unhook while the killer is still close to the hook are my pet peeve

    I wish there was a question mark above my head when I slowly turned around 10 feet from the hook.

  • @crogers271 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3202291#Comment_3202291

    1: The difference in your examples is the asymmetrical nature. In those games the changes either go to everyone or no one. Here both sides complain about the difficulty of the other. I find Killer an incredibly simple and straightforward role, while Survivor requires figuring out multiple elements while the game is going on.

    2: Balance changes should primarily be made for wherever the majority of their player base is (as an oversimplification, lots of caveats if we really dug into it). If for some reason they were rebuilding the game just for me, there would be a lot of conceptual changes. But I understand they are trying to appeal to a lot of people who are not me and that future changes may turn me off from the game.

    3: I guess you would have to define really, really losing. Have there been games where I thought 'we barely have a chance' and pulled it off. Yeah, a few. Take your two survivors example: can a survivor fully repair a gen while the other loops. Absolutely. Two gens? Seems extremely unlikely presuming they haven't been touched, but I'll grant its possible. More than that? Unless the killer is really new and the two players were eliminated via disconnects/being even worse, seems impossible. I've definitely been in games where we got knocked down to 2 and we did our best to loop, hide, heal, and support each other - the end result being really drawing out the game but nothing actually changing.

    And I can only take your final point to mean if you're not winning a game you lose interest in it completely. Your prerogative of course. But as I said, we'll have to agree to disagree.

    That one I'll ask you to read again.

    I lose interest if I'm not winning and winning is impossible.

    I loathe, absolutely detest, being in a position where my victory is inevitable.

    When I play Killer, I'm begging for good survivors. By far the most enjoyable games I've had as Killer have been when I lost and hit a SWF and/or flashlight blind squads. That's great. Hitting a group of survivors I massacre is what makes me want to uninstall the game.

    NO you do not balance around the majority, you balance around top level and I don't mean the top 1% I mean 10 to 20%. No game ever with even the slightest smidge of competitiveness balances around the majority which is gold and silver in most games. And if you think this game is 100% casual you are sorely mistaken.

  • @kisfenkin said:

    https://forum.deadbydaylight.com/en/discussion/347933/this-is-so-dumb

    Lightborn. Mad Grit. Iron Grasp. Agitation. Awakened Awareness. Starstruck. Stop slugging and hook them. Play Executioner if you are so afraid of carrying them around.

    These changes will literally change the game in a positive way. It will not be the same thing anymore. If you are one of those bastards that leave one or more survivors slugged for four minutes every match just to bait others you are going to have to adapt.

    Literally no one is upset about not being able to bleed people out. They are upset about an entire mechanic being removed from killers. One that I have only had good interactions in post game with survivors about. They realized they ######### up or I out played them and say how fun it was. In my one and a half years of playing dbd I have gotten salt for slugging ONCE. Survivors are overexaggerating about bleeding out not killers.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3201237#Comment_3201237

    https://forum.deadbydaylight.com/en/discussion/346311/can-a-bhvr-official-please-explain-the-current-state-of-shadowborn-and-fov/p1

    feel free to read it and learn a bit about why its much more important as an accessibility issue, or just ignore it and keep your skewed mindset. The long and short is that making shadowborn basekit wouldn't even be a reasonable solution as it would trade one person's sensitivities for another, and its long overdue for an option slider instead. Also that bad faith arguments about bad actors exploiting the changes are either uninformed as to the actual impact these issues have, or disingenuously used to prevent accommodations from being made due to their perception of an advantage for someone other than themselves.

    He's one of the few people on this website who are 100% biased to survivor.

  • @SoulKey said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200276#Comment_3200276

    And you might want to play more survivor to know what he is talking about.

    This is a common match as soloQ, a new player tunneled hard and dies at 5 gens. 2 teammates already farm points not doing gens, what's the point ? Move on to next game.

    If anyone is complaining, it's the killer who is surprised his tunneling & full slowdown strat led to this.

    Because in every other game you get punished for acting like that??? It's like if I'm in the middle of a league match and I lose lane and just leave because I am not having fun. I cannot believe the amount of people that think its ok regardless of game state or the other players. Absurd. Don't play if something so common causes you to go next.

  • Goodbye end game comebacks that had the most interactivity between both sides. Nothing is more fun than going against a good team and the survivors try their best to get a 4 man out while I try to down everyone. It's literally impossible for survivors to bleed out unless they are playing poorly, this is just dumb.

  • @ThiccClaud said:

    Why is it that Wesker slows you down if he fails in chase like reverse bloodlust. Why does it progress while you are in chase. This doesn't happen to pig or legion, why does it happen to Wesker? Someone please explain this well desgined mechanic

    Every killer has scenarios where you are just dead, if they can't do that then that killer isn't worth playing. Some have more scenarios than others(blight will hit you if you hold w, doctor will hit you if you camp most pallets and artist will hit you if you don't hold w). Wesker get's base kit slow down in the form of needing to spray yourself which takes very little time for the most part.

  • @drakolyr said:

    Fun times.

    IDK I am a low-mid mmr survivor who duos with a survivor main and killer's maybe camp 1/4 of my games but not really. If it's huntress it's pretty much guaranteed but other than that it's pretty rare. I would imagine low mmr killer's are the ones who camp the most due to them not really knowing how to pressure correctly.

    @danielmaster87 said:

    We still haven't got that buff. You tell me killers can win at top level without camping, you're living in a dream world.

    Uh they can, camping is never worth it unless there is less than 15-20 seconds left until stage 2 or death. Tunneling is way more effective. Camping is mid at best, especially face camping.

  • @madd4punk said:

    Ever since Hillbilly's rework a while ago, I can't stand playing as him anymore. It just feels like everything I could end up doing with him I could do better with several other killers. Overheat makes playing certain loops really boring cause I'm basically forced to M1 instead of try to use my power in an interesting way. Admittedly, I'm not at all good with the killer, but that didn't really matter to me before. He was still really fun. These days I dread getting a daily ritual for him. Anyone else feel similarly?

    Tried Billy twice. More so than his kit I can't stand how clunky he feels to play and his animations. Also why play Billy when blight.

  • Same Ill be mid chase and then get force disconnected and it counts as me disconnecting in the post game. I just assumed I was getting force disconnected by a hacker. Also their servers are not doing well in general on NA. Tried to play at 5:00PM yesterday and blights bumps basically get recoil if either the server is bad or the killers ping themselves is bad.

  • Means no side needs more or less players at that time, in terms of queue time.

  • @e1ix said:

    Hello everyone,

    I have made a survey about favorite perks in DBD for various categories. I would like it if you can spend a couple minutes and fill the survey, I will share the results once I get enough responses here.

    https://forms.gle/6qZdnS7hzitLLiqC8

    Thanks.

    You know I put med-kits but I really don't use them often, just the best option.

    You should make a killer one as well if you are up for it.

  • Nothing in this game is as fun as both teams going back and forth at the end game albeit stressful at times. I love going against stacked survivors like that as long as they are also good and I'm not randomly running mad grit and shadowborne. Had a game a couple months ago as alch ring blight vs 3 man unbreakable soulguard. The end game probably lasted as long as the gens and the survivors were just as happy as me in the end game chat.

    Though I also had a game a month ago against a comp team that was def at least top 3 teams I've ever gone against and they were salty in the end game chat even though they got a 3 man out. Completely ruined my mood.

  • @shiroo said:

    https://forum.deadbydaylight.com/en/discussion/comment/3196536#Comment_3196536

    Hmmm...I wonder why do they do that?

    Probably because the killer was camping the hook and they got injured while trying to unhook.

    Stop pretending like tanking a hit with BT would change anything. Since you were already camping the hook, you'd most likely go for the same survivor anyway.

    The amount of times I down a survivor and go back to the previous hook and I get body blocked is at least several a night. Your bias is acting up. I only tunnel when a survivor body blocks with bt and I will lose the game to do so if necessary.

  • @Ghost_Face_Main said:

    I run it for fun here and there, but it's quite a weak ultra-rare without another add-on: Shredded Notes.

    Shredded Notes reducing recharge time and overall total Rush tokens by one (4 instead of 5) makes reaching the final token easier and thus having better chances at insta-downing a survivor with Iri Tag. The biggest issue that still stands is the map you have to navigate on to succeed usage.

    Really. I would say it's stronger than alch-ring a lot of the time. And more often than not, not having that 5th rush is just a detriment.

  • @supersonic853 said:

    Personally i run it. But some of the time im the one who gets camped and noone else runs it. Has anyone else seen it?

    I don't ever see it, but I also never camp people excluding end game stuff every few play sessions. When it was released people would walk up and try and force it even though I wasn't camping giving me a free health state.

  • I use dh when ever I play survivor. If you didn't know it has about a 10ms startup time. Even vs laggy killer's where it's most finicky I have never been exhausted on the ground so I imagine it's your internet.

  • if you use nvidia try going back to a previous driver. Sometimes lowering your core clock slightly or upping your fan speed manually is also a good idea to test out.

  • @Johnny_XMan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3193768#Comment_3193768

    Because as I said you as sacrificing 2 perks for one effect. Because alone Hyperfocus isn’t that good. I tested it out and the average was 12-20 seconds per gen.

    I just don’t find it that useful when I can pretty much get that much progress with 1 perk and a friend.

    But splitting on gens is still always better, and hyper focus just makes it even better. Prove can help when it's convenient, but to be efficient survivors should split up as much as possible. Though working in pairs with one prove each can also be good. A 4 man split makes a game way scarier and a 4 man group spawn feels like my pressure is already insane.

  • @3deep5u said:

    I encounter more and more killers who kill 2 and leave the 3rd on the ground and go searching for the 4th, and if they cant find the last one, they try to get the 3rd surv to help them.

    Why is the hatch so scary for some killers?

    Why do they have to be like that?

    I just kill the 3rd and afk or go do something random. Closing hatch is pretty much a guarantee at this point for survivors to afk in a locker out of spite. Which is crazy to me but to each their own.

  • @sonata93 said:

    I'd just like to preface that I play mostly survivor, but sometimes play killer when I'm feeling up for it.

    My reason for creating this discussion is that I played solo-queue and matched with what I can only guess was a three-man SWF and loaded onto Crotus Prenn against a Wraith. I'd just like to clarify that this was obviously a new killer; they had four tier one perks (Wraith's three teachables and NoED), default Wraith skin, and it was pretty clear during chase they had little-to-no game knowledge.

    Anyway, I felt so bad for them: whenever they managed to get a down, the SWF just body-blocked and flashlight saved (not sure why as this killer was obviously no threat to them escaping). They completely denied them any hooks, constantly took hits for each other, baited out OTR/DH etc. Alongside this, there was plenty of teabagging, flashlight clicking, and spam vaulting windows/pallets to get attention.

    Skip to the end game: they open the gates and decide to stick around for a while before realizing the Wraith had NOED. They got two downs (myself, and one of the SWFs). The other player got hooked and the Wraith face-camped them. The timer was quite low and as the map was so big the others struggled to find the totem and got pushed out of the gates by the Wraith. Anyway, the other player let themselves die on hook, then the Wraith picked me up and let me struggle out to escape: they nodded at me and hit his bell a few times which was really cute. 🤣

    Come to the end-game chat and the others are like "Why did you let Jake (me) escape"? and they replied with "because he wasn't toxic and played the game normally". There was then the usual influx of abuse ("GG baby killer", "NOED carried you", "trash camper", etc).

    This player added me and we're going to play some 1v1's to improve their chasing skills and they're actually a really cool person. Now I'm not saying all camping/tunelling is warranted, but what I'm saying is that after all that grief these players gave to a new killer, they then expect respect and 'fair play' in return!? You go out of your way to make it a difficult experience for other plays (which is fine as you're not responsible for someone else's fun), but then you can't be surprised when players grief back. Honestly, as a survivor main I cannot stand these types of survivors. Sorry for the rant - it needed to be said.

    I love when baby swf's trying to imitate their favorite streamer try and do this stuff vs me. "Oh no this blight actually has the capability to slug us when we are all hovering around him?". Like yeah you aren't supposed to be able to get away with playing this way, especially the few games I run alch ring. Sorry you guys didn't get pig I guess.

  • @SuzuKR said:

    Eh. It’s decent but a lot easier to play around than most of the other strong add-ons. I prefer double Blighted speed.

    I think it's between c33 and alch ring in terms of power level. There are a lot of situations where a survivor would have made a pallet or long wall vs alch ring but just dies vs iri tag.

  • @Audiophile said:

    It worked for like a week a year or 2 ago. I get hit by killers post-pallet stun more than ever lately.

    I probably average one hit every other game through a pallet during a lethal rush. Most of the time it's because the survivor vacuumed themselves into my lunge hitbox.

  • I'm just disappointed and sad when someone dc's and it's generally the first person downed/hooked.

  • @Bran said:

    That's just how the dice rolls.

    I personally dc'd my last game because someone had otf and went in my direction. They didn't run into me, but it was close enough. Well I hit them and well...yeah 😮‍💨

    The only way to get me to tunnel you is to use your anti-tunnel perks on me!

  • I only play survivor with my survivor main friend and I get quite a bit of enjoyment out of it. I get it may be unfun for survivor mains, but it is so hard to play survivor hardcore.

  • @VoidOfMe said:

    I played 15 matches today, took the day off, been playing since 12h oh so

    I got garden of joy 4 times, rpd 3 times, mac Millan 2 times, gas heaven 2 times, 1 crotus prenn and 3 swamps

    what happened to the daytime maps? I got so tired of the garden of joy that I put an offering for the crow map and it got to mac milan instead

    I am lost for words, anyone noticed this or is it only happening to me?

    Only time I use offerings is when I'm tired of playing on maps I hate, not survivor sided maps or anything because I do actually enjoy most cold winds maps.

  • @Johnny_XMan said:

    Prove Thyself is much better and you’re not wasting half of your load out for it.

    Explain how prove thyself is better when it just removes the penalty for multiple survivors being on a gen?

  • Got a huge problem with them taking the server ping out of the game. Blight is the killer most affected by ping and if the server is 120 then each bump has recoil basically.

  • @Pulsar said:

    I do not think anyone will say that Nurse or Blight needs buffs.

    Myers though? Sadako (holy ######### please buff her its been TWO mid-chapter patches), Ghostface? Yeah, they need buffs.

    Basically, yes to buffs on an individual basis, no to base-kit all-encompassing buffs.

    Yeah its more about making terrible killers playable

  • @tenoresax said:

    Honestly, since I started playing him in 4.2.2 I think I've used Iri Tag only two or three times.

    Never see any blights run it ever.

  • @Wezil said:

    https://forum.deadbydaylight.com/en/discussion/comment/3191131#Comment_3191131

    Balancing for high MMR works if it causes balanced across all levels of play. I don't think that would work for DBD since high MMR consists of SWFs, which is not the majority of the survivor player base. In fact, SWFs are an anomaly, you don't want to balance for anomalies. If you balanced for SWFs, you ruin the entire balance for the entire game. Peanits already said the games MMR was based on a bell curve, which means that about 68.2% of players are in the middle.

    The better option would be to balance for multiple levels of play. Split the game into 3 or more different levels of play, and balance the game for each level of play. It might mean that gen speeds are shorter in the lowest level of play, while longer in the highest levels of play. Maybe survivors get more perk slots in lower levels of play and less in upper levels of play.

    This is by far the most fair way to balance the game.

    Humans are psychologically hard-wired for fairness. Meaning that if this game is unfair, like it is currently with the 61% kill rate, then every time you play the game, you are negatively reinforcing how well you like the game. Eventually, most of the human beings, who are being treated unfairly, will move away from this game because they have been psychologically conditioned to "hate" the game.

    This unbalance isn't good for survivor players and it eventually won't be good for killer players either, because killer-players won't have survivor players to play against. The killer players can't see this because they're getting positive reinforcement, but eventually, they'll lose the game they love playing. It's just not good for any of the player base.

    This game, right now, is going against basic human psychology.

    I wasn't clear in my point. You nerf killers that are problematic in low tier play and will never be viable in high tier play because of their kit. So like genuinely nerf pig. But seriously survivor as a whole does not need help and even high mmr survivors are doing fine. What needs help is solo queue in particular, which if you saw my suggested changes you would know I think that should happen before they start reverting 6.1.0. Base kit info and more accurate mmr is also a must.

  • Everything you said is correct. And from my competitive game background I always prefer multiplayer games to be balanced around higher(not the top 1%) mmr. In league for example they would nerf a character like pin head because he is a low elo stomper and that's all he will ever will be, Where as a character like blight would be balanced around high mmr due to his skill curve. A lot of people in this game are casual and that's fine but if you are casual then you shouldn't be taking the game seriously. Balancing around low or even just mid mmr will make long term players lose interest and kill the game quickly.

    The devs are taking this game in a mid to high mmr balance direction, while QoL for solo queue would be nice reverting the changes to killers in 6.1.0 would be the wrong move as that pretty much just gave B and C tier killers the ability to play the game.

    Nerf/rework nurse, nerf c33 and alch ring and give survivors base kit info. Doing anything drastic before those changes happen would be awful. Although my opinion on why they have not nerfed blights add-ons is because they need a killer that has the capability to combat the highest level of swfs and they plan on nerfing/reworking nurse soon.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190462#Comment_3190462

    You're kind of exaggerating. No game caters to the bottom of the barrel as you call it and games that cater to the top fail.

    If your revenue comes from participants (as in video games) as opposed to spectators (as in competitive sports) then you balance around all spectrums as much as is possible.

    If you cater to the 'elite players' only you lose players and revenue possibly to the point your game becomes unsustainable and dies. People don't pay money to watch people play DbD on any more than a minor level; they pay to play DbD and will stop playing (and providing revenue) if their play is not fun enough to keep them interested.

    That's how business and video games work. To keep all spectrums interested you consider all players.

    League of legends.

  • I heard somewhere last week that it is a 10ms delay. And that lines up with what I have experienced. So basically it's a prediction based thing more than reaction, but in reality 99% of killer cannot react in 10ms just keep it in mind.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190220#Comment_3190220

    It's definitely a good tell on how the game is balanced among all ranks in general. I think the amount of hooks are not as relevant when it comes to the game's average balance at first glance. Game's generally are balanced around their win conditions. Survivors are only escaping 39% of their matches, that's not very good.

    This means that survivors need some help. Of course, you would want to dig deeper into stats as soon as it comes to how you want to balance the game. Obviously the game needs buffs to survivors that help against camping and tunneling, and that help solo survivors get more information. What we don't need are nerfs to killers fair and skillful playstyle.

    However, in general, it does not matter how many hooks a killer gets on average when simply judging which side needs improvements next.

    And also, the game can't only be balanced around high ranks. This should be pretty clear at this point.

    woah woah woah, this does not tell the balance of all tier of play whatsoever. Even the dev who posted it said take this with a grain of salt because it is a very surface level statistic. 90% of players are not high mmr and thus these would have no reflection on that. Also you have to think how much low/mid-low games are affecting these stats. Considering how early survivor is always going to be way weaker than early killer players, these stats really don't really give all on that much information on the state of the game. I do think solo queue needs some help, but only in the form of basekit info and more accurate matches.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3190058#Comment_3190058

    And if the devs really remove Blights Hug-Tech, which is considered as a bug, he will fall in the tierlist anyway. So Nurse is everything then, considered your post.

    If Nurse, who completely ignores the rules of the games like walls, windows or pallets, is the only killer for staying competetive in highest mmr, what is this saying to us?

    Blight will still be s-tier without the hug tech. It can be more efficient in reducing the amount of rushes used, but almost all hits the hug tech CAN get you bump logic blight will make it guaranteed. While as I blight main I would prefer to keep the hug tech because it extremely fun and fluid, if they remove the hug tech blight will still be amazing. I also really don't think they are going to remove the hug tech as it would have been patched out months ago, all it would take is for them to slightly increase the range of his ray cast detection for it to be gone. Alch ring and c33 will be nerfed for sure though, if not it's because they are planning on nerfing/reworking nurse soon and need a killer that can stand up to the strongest of swfs/comp games.

  • @fixdeadhard said:

    They said before that they exclude DC games when they show stats, if this is the case i assume the actual killrate is probably +70%.

    i cant believe how out of touch they are that they think this game is about scary gameplay and have to "balance" around that instead of having actual 50% balance. Before the patch good killers constantly 4k'd, my condolences for these killers since their games must be so damn boring now to the point of quiting. The 100% constant BP bonus for survivor is good, the more people play survivor the faster they realize how unfun this game has become and will end in permanent dorpout of players, this is clearly a bandaid fix for the expected drop in survivor players but i doubt this will be enough for much longer.

    They cant keep bringing in new players since they already milked the population so much that there are barely people left that would buy this game. Using well known killers to reach people outside of gaming, adding a kpop killer just because of how huge the kpop community is. Alot of lgbtq marketing because its such a relevant world topic yet has nothing to do with the game. Their marketing team is what kept this game alive for so long combined with events. People also mostly keep playing for the adrenaline/dopamine rush, not for the actual gameplay (which is very stale if you think about it for just a second). These dopmine hits have become so rare on survivor side since the update and are not in balance anymore with the amount of ######### you have to go through to get those few short during dopamine hits.

    With these stats that clearly show unbalance, as well as the devs stating that they want it like this, as well as alot of fun stuff changed/nerfed and absence of dopamine rushes that kept players playing in the first place, i can confidently say that player dropouts are shifting to permanent dropouts. People want things to be fair and they dont want to give it to us. time will tell.

    But these stats show nothing. If we get stats on survivors and all killers at varying mmr then there will be stats to back up statements like this. Like if a significant portion of the kill rate increase is at low mmr then it's quite meaningless since survivor is harder early on. On the flip side if these are the stats for high mmr then we got a problem.

  • @rha said:

    What I'd be more interested in knowing is, how do they expect solo players like me who were dumped in low MMR gutter where survival rate is certainly considerably lower than the 39% average to play their way back up to where you find decent teammates if that requires to escape most of the matches?

    This. If you are solo queueing alone in low mmr, good luck getting out of there. You can hope that the killer just drops chase if you run them long enough, but I feel you will just be camped to death if you do so. Which is weird I really don't get how some other killer mains think and what they derive fun from in this game.

  • @Marigoria said:

    By the stats that just came out, kill rate used to be a 53% before the big patch, and now is at 61%.

    Survivors only have 39% escape rate right now, I don't even want to know what the % of that is solo q.....

    Source: https://forum.deadbydaylight.com/en/discussion/346830

    if I'm being blunt overall kill rates are irrelevant as for it to mean something we would have to see the kill rate of varying killers at all mmr levels. Solo q does need some help with base kit info and more accurate mmr but otherwise it's fine.

  • @sluc16 said:

    Just run two or three gen slowing perks and that's it, three or four easy kills, no need for skills at all. Is so stupid.

    This statement is like saying "Why wouldn't survivors pre throw it's so easy, 3 to 4 man out easy". While you are talking about a extremely boring gameplay style is a detriment to the killer and that remains true even after the 6.1.0.

  • @emetSdidnothingwrong said:

    So plenty of people complain about killers doing this and BHVR has added a few mechanics as well as perks to help combat it, which are good imo. However, I think in addition to the "negative" things BHVR has added for killers doing this they should also add something positive to give people a more selfish reason to chase someone else.

    My idea is very simple and it's also a two birds one stone thing too: Currently you get 700 points perk hook, my idea is keep this but add an extra 500 if you hook someone different from the last. This would do two things, the first is making it actually possible to hit the new 10k cap, the second is it gives killers a positive reason to not tunnel and not camp. If you camp you get an extra 200 points for the new hook state, however if you let them get unhooked and hook someone new the next time you come back to that first person you now get 1200 points for hooking instead of 200 for camping them to the next state.

    TLDR: Make hooking a different person give you an extra 500 points vs tunneling the same one. Hook Survivor1 get 1200 points, hook Survivor1 again get 700 points *VS* Hook Survivor1 get 1200 points, hook Survivor2 get 1200 points, hook Survivor1 again get another 1200 points, etc, etc.

    Of course this won't "eliminate" camping but nothing ever will and wanting it totally eliminated is short sighted and shows you don't play killer vs strong teams. Carrot and Stick. Carrot and Stick.

    Points is never the solution to things like this. I don't care at all about bp. That's not to say I tunnel very often but I play for chase not bp or winning. I think survivor's are more attracted to bp than killers.

  • @Chocolate_Cosmos said:

    As both sides, I like the feel and look of the map. I don't dislike the gameplay of it either.

    The only thing I sometimes bit mind is how dark the main building is or it can be bit annoying to chase someone there if they can loop it well. Some few pallets can be too close to each other. But that's it. I don't get the hate.

    Uh the main building is probably the strongest in the entire game. Extreme amounts of collision/ line of slight breakage. Map is terrible. The only thing killer's got going for them on that map is the 1 dead zone near the edge of the map by the big construction machine with a window vault. Every map after midwitch is pretty survivor sided, though some killers are exceptions to that as always.

  • @kizuati said:

    https://forum.deadbydaylight.com/en/discussion/comment/3188667#Comment_3188667

    I dunno. There's a lot less excitement to be had lately. It's Wesker all the time (who I despise) or Legion (who I despise). Really annoying Killers to verse are super popular. I EVEN SAW A ######### TWINS PLAYER RECENTLY.

    Survivor used to be a lot more fun,silly and goofy. I've played a few matches of solo today,since VHS queues in the morning are bad and I wanted to play an asym.

    Welp..it was solo queue and absolutely made not want to play anymore,lol. DCs,insta give ups,Thana legion matches, Distressing Coulrophobia Weskers...

    Personally I'm burnt out with all their recent DLCs..I don't like them. I only got them because I want to have all perks on everyone.

    Welp I can't blame you for that. I've pretty much always been a killer main but I do swf with a friend quite a bit nowadays. I think it's because of how much I genuinely hated DH before 6.1.0 that I could just never play survivor. But now I do really enjoy it.

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