The_C12H15NO2
The_C12H15NO2
About
- Username
- The_C12H15NO2
- Joined
- Visits
- 911
- Last Active
Comments
-
Good luck. Hackers have run live streams for hours before without being banned.
-
Love seeing survivor mains tea bag and click at killers while at safe pallets, then get salty in end game chat when the killer hit them on hook a couple times. These players are mentally children who can dish it but can't take it.
It is sad that bhvr encourages this behavior by actively making the tea bag animation better. It's one thing if you're unable to change the behavior b/c some players will always be 13.But the dev team incentivizes the "poor winner" attitude. Now survivors can stack endurance for more tea bags! Seriously hope that gets addressed before release.
-
Poor map design/tile placement is the reason we get so many band aid fixes in the form of perks. The maps are beautiful of course. However, there are too many safe tiles.
My suggestion is either make all the tiles safe but reduce the number of them. One survivor who knows how to run a safe tile can easily eat up 30-40s+ of the killer time at any one of these. So rework the maps to make less of them so a survivor can't run a killer for so long, and when the killer kicks the pallet the survivor can get to another safe tile to rinse/repeat. Spacing them out properly will balance the maps.
The other idea is to remove all safe tiles and replace them with more but mind-gameable tiles. Give each side a 50/50 chance at each tile. If one sides loses the chase, there is another tile nearby and they can try again.
-
@DrDeepwound said:
https://forum.deadbydaylight.com/en/discussion/comment/3046581#Comment_3046581
I havent really played killer since event ended and have no desire to until the meta changes. Got the flan burn out I think. Been playing Salt Sanctuary this week LOL
I didn't even play during the anniversary event tbh. Killer has been in such a bad spot it just isn't fun. I'll jump on survivor if a few friends hit me up but that's it. For me i've been into back 4 blood. I'll give killer a shot again with the changes and see how it is. Not looking forward to that endurance stacking if they keep it live lol
-
Remember too your MMR score doesn't mean you'll get matched with survivors of the same "skill". There are way less killers playing which means those high MMR survivor teams will get matched with lower MMR killers more often than not. I honestly don't think a lot of killer players will return until the update. I'm one of them.
-
@HexPleaseLetMeSpeak said:
https://forum.deadbydaylight.com/en/discussion/comment/3032096#Comment_3032096
But like I said with the other guy, tunneling isn't a problem that the survivors need to solve. It's not gonna change with giving them things to combat it. All you're doing is making the only viable strat killers have worse, which then leaves them with nothing to which killer just becomes garbage and useless to play which it already practically feels like now.
https://forum.deadbydaylight.com/en/discussion/comment/3032097#Comment_3032097
Yes but making tunneling useless doesn't change anything. You've now just removed the only viable strat killers had to stay competitive. The issue isn't tunneling is too strong, the issue is that everything else is too weak.
Right, i agree with you. my initial comment was sarcastic. More killers are tunnel/camping b/c that's the best way to get kills. I'm actually not happy that survivors get base BT now. I normally play mostly survivor right now b/c killer just sucks to play. Honestly i think base kit BT will encourage more unsafe saves by survivors which can very quickly result in more tunneling. But we'll see, i mean, lowered cooldowns on basic killer actions and 10 seconds more gen speed is going to help. I'll try killer again once this patch launches.
-
BHVR gave survivors base kit BT, that's a reason...
Idk if that's enough to incentivize killers to bail on a camp/tunnel strat though. Map design is a huge problem for almost all killers. Instead of addressing map balance they are giving out band aids in the form of perks and new killers all of some form of teleport. Map balance is more important than perks.
that being said, i'm looking forward to seeing the changes. a lot of needed changes in favor of the killer side. we'll see if it's enough to make playing killer to win any less sweaty.
-
I agree with the original post, Nurse is fine. The main issues DBD has is the map balance and MMR. They need to measure more in game stats to get a real idea of skill besides kills/escapes. The tiles overall are in the survivor favor. Generally speaking, it's up the survivors to make a mistake or wrong read if they get downed. The new maps are larger and larger which prevents most killers from having any map pressure. Hence the rise of camp/tunnel from killers the past year or so.
That being said, the only change suggested for Nurse i agree with is making her blink attack count as a special attack vs a basic. Besides that, she's in a good spot. Very high skill floor to play well with. Despite what survivor mains say, Nurse does have counter play.
-
DH i think will be better at high level play. These are survivors who hold their dead hard to avoid the hit. Now they get that endurance and gain a ton of distance from taking the hit under endurance. Personally DH for distance should've been kept and the invulnerability should have been removed. So if a killer was able to make the hit, even if the survivor hits DH they still get the down. Using DH to create more distance between yourself and the killer just makes more sense than a free MOM.
-
Make sure to continue posting about it so BHVR band-aid fixes this by making BT base kit rather than fixing the incentives killers have to tunnel/camp.
-
B/c feels
-
Unfortunately it's like talking to a brick wall. The devs seem fixed on their plan to boost solo play up to swf level. Which, the last i checked, had 14% or so higher escape rate on average. No comments on how to bring the killer powers up to "balance" the game around these solo buffs. This will only make it worse for killers.
Evening "winning" as killer is stressful af. The MMR made it worse for sure. Idk, no one agrees on the win conditions or what to balance. I still think the maps all need rebalanced and that would solve a lot of "balance" issues on both sides.
Personally, i only play now as a swf if my friends message me. I'm not even that high MMR as killer and i get swf constantly who click and tea bag all the time. I know it's b/c i only have time to play during peak hours and these bully teams match with me b/c of their que time. So, one less killer for the pool.
-
@sizzlingmario4 said:
https://forum.deadbydaylight.com/en/discussion/comment/2904710#Comment_2904710
Tbh I don’t think that’d be as big of a problem if they got rid of DH over traps which needs to happen anyways
imo DH shouldn't go away but they need to remove the invulnerability. DH should be for distance only.
-
They need to remove him getting trapped by his own traps at the very least. He's the only killer who can harm himself by using his power.
-
Boons are only ineffective for casual/low mmr games. at average to high mmr games boons will carry the entire game for survivors. This is the context missing from a lot of the comments i see here b/c the game is different depending on your mmr (excluding insane matches where survivor que times are long so the game will give them any killer).
After the hex undying nerf, hex perks reverted back to RNG whether or not they are useful. As far as meta, i typically only see hex perks on blights or a nurse in higher mmr. The only hex perk which didn't drop in value was NOED b/c killers know most survivors won't cleanse totems now.
However i'll see at least 1 boon perk in every game. So contrary to what some devs have said, boons were game changing. I do like the boons. But they should function more like the Hex perks. Make their ability strong but allow the killer to break the totem or snuff it. This was the idea behind Hex from the start, OP abilities which can be broken by survivors.
-
Honestly idk why so much game data is client side. This is a huge part of why hacking is so easy in this game.
-
@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2854738#Comment_2854738
I think "teams" is a good point. If ur solo queue or even playing with one other person they will not win against a high level nurse
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2854964#Comment_2854964
Because they don’t have the info SWF does, which is the issue, not Nurse. And is exactly what BHVR is looking to reduce the gap between by giving more info to solo.
Yes there will always be a gap between solo and swf. playing at high level does require awareness of what the team is doing (or at least should be doing) so you know what you need to be working on. It's honestly the same with any killer. but with the top tier killers like nurse/blight it's so much more important.
-
@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2854752#Comment_2854752
You aren’t supposed to stay up forever against any killer in general regardless. That’s why infinites were removed/window blockers were added/Bloodlust was added/pallets are diminishable/etc. The entire point of chase at high level is to just make it take too much time that it becomes a net negative for the killer.
Right. A lot of survivors don't understand nurse counter play. So this is a great post. Normally getting even to a weak pallet can buy you 5-10 more seconds in chase. Not against a nurse. So many survivors i see (both on my team when i'm survivor and am chasing when i play as nurse) will camp a pallet. Super bad idea and your only hope is the nurse misses her blink. So many players just don't want to learn nurse counter play and will complain or dc. I guess they are trying to get her nerfed like they did spirit.
-
I completely agree. To be fair, against a god tier nurse you will still go down eventually. However the goal is to waste as much time as you can so your team can get gens done. Survivors should focus on teaming up on gens against a nurse so one 30 second chase will end up being 1 gen done including time to pickup & hook.
-
Nurse power is fine. Maybe rework some add-ons b/c a lot of them are just to meme.
if survivors dc it's b/c they feel entitled and are selfish. A high skill nurse main can still lose all 5 gens against competent survivor teams. If you dc or suicide on 1st hook you're punishing the team to a bad game as well as yourself.
From all the comments about nurse needs a rework or she is "boring", it sounds more like these are players who don't want to change the way they play survivor. Nurse is unique in that you can't just run in a straight line to a pallet then tea bag for safety. It actually makes the game more fun to have something different to deal with.
-
A huge problem it seems is the game isn't attracting new players. The current MMR is pitting them against killers which top MMR survivors stomped into low MMR scores. On the flip, new killers get matched with strong survivors b/c the noob MMR score is pretty high still. On top of that the grind is ridiculous for new players. I'm over 2 years in and haven't unlocked all teachables for every character. I'm not even halfway.
MMR is driving away some of the current player base. And MMR does need to include more than just kills/escapes in the scoring. But since they can't attract new players it seems they aren't replacing the ones who leave.
-
Honestly, it's hard to say which i'd prefer b/c swf stats are much higher than solo. On one hand yes i'd like the previous system back or even a first in, first out system b/c who cares? Let's just play for fun and not sweat. However swf should get harder games b/c of the tremendous advantage they have.
-
I'm all ears is a great perk for Nurse, especially on indoor maps. The cool down is a bit long imo but you can get quick downs when it procs.
-
Nurse is difficult for most of the survivor mains b/c her counter play isn't *throw pallet, tea bag, click click*. She actually requires a change to survivor play style.
Personally I enjoy going against Nurse when i play survivor b/c it's a challenge. Gens really don't take long to complete, especially if you can double up on the repair while one person can eat up 30 seconds of her time in a chase. Including the time to get picked up and hooked. I felt the same about Spirit before her nerf.
Nurse is super strong but she has counter play. Anyone who DCs b/c they see Nurse should uninstall the game. No refunds.
-
Turn the tv off nearby the gen you're working on. A lot of her strength is due to her mobility.
-
@Chadku said:
https://forum.deadbydaylight.com/en/discussion/comment/2838736#Comment_2838736
Do you mean flick -> hold attack button and flick+hit?
@Zozzy Console players aren't the main audience, otherwise the ranged killers and the whole coding would be a LOT better. I don't see any option to increase sensitivity while aiming or rushing/sawing.
They still shipped Nemesis despite the whole crashing he did on consoles.
Nemesis crashing consoles has soured me to the point where i haven't spent any $ since. Not even a hotfix from bhvr either. Made us wait 6 weeks so we could play killer again or use an exhaustion perk on survivor without 2 seconds of latency. I still play the game and enjoy it but damn, the devs still don't prioritize fixes.
-
A token system would be good for all boons. That or give the killer the option to break the boon totem so it can't be used again.
-
@BenZ0 said:
https://forum.deadbydaylight.com/en/discussion/comment/2837797#Comment_2837797
I would say there is a easy way to deal with it. If you didnt know the way the map spawns work is like that. A map is seperated in "chunks" which are rougly 20x20 meter boxes, in each chunk there is 1 tile or random stuff in it like lets say trees, maybe a hill, 1 loop or even 1 big tile like a jungle gym or lets say a fun bus from auto heaven.
Thats why it is rather "easy" to make maps in dbd. So how do we seperate now high mmr players with casual players? Implement an unranked mode and create specific "stronger" tiles only for that unranked mode for casual players. And the weaker tiles with more restrictions like (no back to back spawns) are only featured in a ranked mode.
You can disable the unranked mode for ppl who reached a certain devotion level like lets say if you are devotion level 2 you are no longer able to play unranked mode. Also you can put in extra rewards in ranked mode to give ppl more reasons to play there instead of the unranked mode with extra bloodpoints, maybe a "weekly" system where you if you reached a specific amount of kills or escapes you get some shards as bonus and also more seasonal rewards like charms or even entire outfits specific for that 1 season.
The way you explain map spawns makes sense. However bhvr won't create a different mode of play. I'm pretty sure they've said as much. I still believe the best way to go is to make balance changes to maps. High mmr won't be impacted b/c the best survivors/killers know how to handle every tile to it's best. Sometimes as killer it just means to leave it lol.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2837760#Comment_2837760
This is pretty much it. Play killer enough at peak hours when matchmaking loses its mind and you'll find yourself successfully mindgaming shack pallet. There's not a single tile in the game that is safe below a certain MMR, and that's if they even know to run to it. The maps are huge because a lot of low MMR survivors simply run with no destination.
The flip side of this is making tiles less safe. But then really high MMR killers will win every exchange in an asymmetrical scenario. It's a tough balance to strike. Too safe and the most skilled survivors have a clear advantage unless you're on a high tier killer. Less safe and your most skilled killers start to dominate coupled with a likely increase in stealth.
Right, the balance is hard to find. Especially with a few of the newer killers having stronger anti-loop powers. imo they'll need to focus on a mix of safe tiles and mind game tiles. The trick will be how many of each on the map and making sure the maps don't spawn back-to-back safe tiles like they do now.
-
Yeah idk what is going on in their tile/map design department. There are too many safe tiles.
Personally i think the issue here might be the gap in skill between high mmr survivors and everyone else. Most players are casual so they don't have the skill to utilize safe tiles in the same way high mmr players do. So bhvr sees this and wants to help the casual players by making safer tiles for them.
Consequently this leads to more camping/tunnels at higher mmr from killers b/c the tiles are too strong.
-
You die, that's it. The only question is how many gens get done. It sucks and is frustrating to be on the hook for your match. Loops as long as you can, stay on the hook for the entire duration to give the team gen time. Don't be a selfish ######### & let yourself die on hook. Waste as much killer time as you can even in death.
Best case the gens get done, 1 or two team mates come get you off and body block. Maybe you have a shot at getting to the exit gates with BT, DS, DH. But 99% of the time you're dead if the killer stays focused on you.
-
it needs to be more of an open concept map. personally i struggle to get to survivors who are hooked in certain locations. I could be on the other side of the wall from the hook but it takes 20 seconds to get around to them. no other map is that frustrating.
-
According to a certain lead game designers definition of DBD skill, it sounds like you're in the right MMR 😆
But in all seriousness, solo q MMR is a death spiral if you have a few bad games in a row. I had a thread before covering my issues with it.
-
Nurse should've been a hotfix not a "we'll get to it in 6 weeks" move. When an entire killer is disabled it really can't wait for the next normal updated.
-
Once i know everyone is safe, I'm out. I'll maybe stay to heal an injured survivor who is in the gates with me. But no, i don't hangout just to brag to the killer.
To anyone who says they want to give the killer extra points, just leave. Killer players do not want those extra 100 points in exchange for the tea bags and macro clicks. When i play killer, i get more from roaming the map to break walls/pallets and boons than the 2 hits at the exit.
-
@EvilJoshy said:
https://forum.deadbydaylight.com/en/discussion/comment/2830830#Comment_2830830
I don't think it is. I think it's MM throwing the first available killer to a group. Regardless of sbmm.
Yeah, this is a huge problem in the game right now. During peak times with long que times, the system ignores the MMR score to match players who've been waiting. I'm 95% sure it happens to both sides but it does seem to hurt killers more.
-
BHVR should be embarrassed for relying on players to report cheats in order to ban accounts. They don't monitor their own game enough to moderate. Cheaters have been on Twitch, streaming cheats, for hours without consequence. It should NEVER be 100% on the player base to report hacking for action from devs.
Server side checks will limit the insane cheats, setup game replay so the devs can review reports instead of requiring us all to record our games, and BHVR needs to file suit against the companies who are selling the software. That seems to be the most effective way other devs are getting results to reduce hacking.
-
Easy, If you are being camped/tunneled, then you are low MMR.
If you are being tunneled/camped, you're high MMR.
-
@EntitySpawn said:
So I dont feel bubba is all that strong tbh, however I worry he will get nerfed due to complaining or how much of good camper he is.
Today I played a few dozen games, unusual I know lol. But I ended up being face camped by a bubba on first down, but I did the good thing and "hung" in there for my team ;)
However while I was just buying my team time I thought that he may get nerfed because of people like this, after all he got a 2k due to his perks and just being him at camping.
Is there a healthy and good way to stop face camping (not proxy or chasing someone to a hook) but not gut the killer? Feel all they can do is punish the behaviour yet sadly camping is kinda a necessary evil atm
Kudos to you for hanging in there for your team. I always do as well if i'm being face camped. Gives them time to get gens done instead of me being selfish. Of course it's frustrating but might as well try to be helpful.
My suggestion to help end face camping is expand the MMR system to include negative points for hook proximity. The emblem system already does this. Sure some killers will still camp. But honestly i feel like a lot of killers are face camping now out of disgust for MMR and just proving a point. Face camping is a low skill play but the devs have stated getting a kill in any form is a high skill play by making kills the sole win condition for killers.
If they add more categories into the MMR to rate match making, the newest wave of campers/tunnelers might start to play differently again.
-
Overall numbers are still pretty good for the game historically. The big concern is if this negative trend will continue. Through current the game is on a 5 month straight player losses.
The RE chapter did bring in a lot of new players but they ######### the game up for 6 weeks on last gen console players. At the time I was on ps4( i scored a ps5 in Dec). Killer was unplayable until the mid chapter due to latency issues whenever the survivor did anything or any killer power activation. The fact that bhvr just sat with thumbs up their ass for 6 weeks while console had so many issues really irritated me. I haven't spent any $ in this game since.
Recently turning the nurse off and saying "maybe in the next release" tells me they still don't prioritize things properly. Credit to them for adjusting boil over in 2 weeks. But the general attitude of bhvr seems to be against hotfixes.
-
@ObservantOfTime said:
https://forum.deadbydaylight.com/en/discussion/comment/2822851#Comment_2822851
You get new, fresh players with a single tier 1 perk going against fully loaded out squads, after 10 games of this I probably wouldn't want to come back, considering I probably earned a total of 50k BP in those 10 matches, giving me access to yet another tier 1 perk. I'm honestly amazed at the masochism of new players who decide to stick around and continue on. Loadout and perks don't get taken into consideration when matchmaking, and that results in some seriously whack lobbies.
Yesterday I ended up going against a Wraith with tier 1 deerstalker against a full meta-perk lobby, and he got relentlessly mocked by obviously much more experienced survivors, and ended up DC'ing after 0 hits and 5 gens flew by. He had 4 hours on his profile. I don't think that guy is going to play the game again anytime soon.
With the new player experience being like this, how is the game expected to grow? New players are thrown to the wolves, and the one thing that could give them an advantage is locked behind DLC's and endless hours of grind. If someone told me that I need to put in 300 hours before I even have a chance of enjoying the game, I'd probably never buy it. Yeah, you see, in order to not get stomped by the players the matchmaking system puts you up against, you need this perk from that character, this perk from that other character, and also need to buy this one character for that one perk that lessens the grind, and oh, you also need to play hundreds of hours to unlock them on the character you actually want to play to begin with! What a fun game.
I don't see how this game is attractive to new players, or how it plans to retain them. I recommended this game to one of my friends (foolish, I know), he got 8 hours into it, and we had the exact discussion as above. He said that's ridiculous, and doesn't even want to play SWF with me, because honestly, with his loadout, why would he?
The devs desperately need to address the grind in some way. Allowing the game to be given away free to players on different platforms surely does attract new players. But like you said, b/c the new player experience is so bad they won't stick around. So it ends up being a waste of $ for BHVR as well as the platform who procured those licenses.
-
@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/311735/solo-q-mmr-hell
Apparently hatch doesn’t count as an escape for MMR.
Well damn, there goes my whole plan lol
@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/311735/solo-q-mmr-hell
Wow, my sympathies. But this is also a unique opportunity. You could be this high leveled character that roams the starter regions of an RPG and who helps the newbies out. Just like a saint some new players get matched with you and, just like magic, you can loop the killer for ages, help them out, show them how to unhook or hide a bit, but then you die and go off to help the next bunch of scared noobs.
Yes, Saint Meg, the patron saint of DBD noobs 😀
-
Sadly you're right. M1 killers must resort to camping to get kills against average and above survivors. This doesn't even work against strong survivors teams with BT and skillful body blocks.
The only exception is play styles. If there is a super aggressive swf or an overly-altruistic team, you can capitalize on them if you choose your chases carefully.
For example, last night i was playing demo. in the lobby I didn't notice anything unusual until the 3 person swap at 6 seconds. All 4 of them had flash lights. The macro flashlights started less than 30 seconds in. So i setup a few portals to start the game and chose to only chase the survivors around pallets i wanted to get rid of. B/c they were a super aggressive team, once i downed someone 2 others would show up nearby trying to get the flashlight save. I let the downed survivor bleed some b/c i knew i couldn't pick them up safely. Took the time to injure one or two of the others. Rinse repeat really. I didn't get a hook until like 5 minutes in but b/c they played super unsafe they did 2 gens early but no more. The rest of the game the whole team was around me trying to pickup teammates and get flashlight saves.
In the end i was able to 4k. I'm on console so no chat but none of the DC'd so i think they had their fun. 1 of them clearly gave up when i had the other 3 on the ground and all their unbreakables had been used. I will honestly say this isn't my typical run in with a swf macro light squad. My point is just to say adjust your playstyle as killer and who cares what the survivors say in the end. I'm here to pip.
-
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2814852#Comment_2814852
I will agree with that, although the point of my reply never was if the CoH nerf was enough or not. It's the fact that the other person phrased it as if Undying was nerfed instantly while CoH took ages to receive a change.
https://forum.deadbydaylight.com/en/discussion/comment/2814862#Comment_2814862
Haven't played in a month, but back when I did play I still saw it in most of the survivor matches I played, and when I played killer it had become a common perk for me to use when playing with certain killers along with great success.
CoH does need another nerf however without a doubt. Personally I'd prefer it to have that 100% speed boost to healing (maybe even more although that could definitely be broken) but remove the ability to heal yourself with it. Possibly a range reduction along with it, which could work interestingly with other boons.
the speed boost or the self healing is fine. but not both. i generally feel the same about all the boons. They each add 2 perks to other survivors. shadow step provides zero scratch marks AND aura hidden from the killer, exponential speeds up recovery and gives you unlimited pickup. b/c boons add the extra perks to the team, each boon should be split into two. But i know it's too late and i doubt the devs will make this change. so i'd rather just see them give the killer an option to break boon totems.
-
@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2814862#Comment_2814862
boons are not strong in general, COH is the only decent perk.
Yeah, the new one and exponential aren't super impressive. Personally i like shadow step over coh. But that's mainly b/c my playstyle. I agree coh is much stronger since it compliments the shift w playstyle so well
-
We know it isn't an E sport b/c it isn't full of loot box gambling to get new characters or cosmetics
-
Killer MMR doesn't matter in peak play time. That's the issue I see. b/c the game will just match killers up with survivors who have been in que for a long time regardless of MMR. I know this was a thing before with the emblem matching making. However with this new MMR I'll see sweat squads 4/5 matches during peak hours. i play about average killer, nothing like a 7k hour streamer.
-
@NoOneKnowsNova said:
https://forum.deadbydaylight.com/en/discussion/comment/2814795#Comment_2814795
This arguement falls flat when you realise that, unless the wiki is incorrect, Undying lasted a month longer than CoH in its strongest stage, with Undyings introduction being in Mid September and being nerfed early February, while CoH was introduced in October and nerfed late January.
Also saying Undying was nuked is a huge overstatement.
Nah Undying was nuked into oblivion. How often do you really see it these days? I only see it when I play against Blight. Meanwhile the COH "nerf" only added a couple seconds extra. So yes technically it was a nerf but it didn't change the new meta.
Boons need either tokens so survivors don't have unlimited blessings and/or killers should have an option to bust the totem so it can be reused.
-
NOED is fine. While it is an OP perk, it can be taken out of the match completely with little effort. That's the whole point of Hex perks from their introduction if i remember correctly. Hex perks were supposed to be OP b/c they have an rng aspect whether or not they will be useful in game.
-
Que times depend largely on the region you play in. I'm in NA and the evening is terrible for survivor. if i can get time in during the day my que times for both survivor and killer are less than 1 minute.
But yeah, playing killer is way less fun than survivor. Plus few killers are actually viable if you want to "win" a match. I'm sure the killer population has dropped since boons released. My evening survivor que times have near doubled.