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Thusly_Boned

Thusly_Boned

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Thusly_Boned
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  • Reading these posts I've realized I don't play as much as I thought I did, so thanks for making me feel better, lol.

    Most I have is ~400 (Haddie)

    Onryo ~100

    and 25-75 on about 30 others (I use lots of different characters). Only a handful with none (character I never use, like Nurse/Blight/Ace).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478240#Comment_3478240

    I think it's more surprising what Killers are near the top. Clown, Onryo, Pig? Very surprising.

    After the Onryo changes hit, that number is going to probably stand forever.

    Clown is the one that really shocks me.

  • @Akumakaji said:

    Well, killers might have an instadown ability during Bloodlust 1, but gens flying like its nowones business with often three during the first chase ain't everyones cup of tea.

    Yeah, the market it flooded with toolboxes right now, which isn't helping with that.

    But it's also flooded with casual potatoes, so that evens things a little bit. Of course, so many babies playing right now has me playing a very relaxed/merciful killer, and laid back as survivor.

  • I don't know about any of that, but I have seen a lot more bad players/potatoes in my games, which is probably due to the event. Lot's of casuals playing right now, which might give the impression of being intentionally bad in many cases.

  • @Deathstroke said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3480790#Comment_3480790

    It does seem to favour killer at least when im survivor but favours survivor when I play killer.

    Ha, that's about the size of it.

    I play both sides, and I see latency impact games from both sides. As a killer, I've been robbed of hits/grabs/interrupts just as often as I have as I have been screwed as a survivor. There are just certain situations where it's really obvious (around the corner hitbox shenanigans and egregious window/vault hits are the most pronounced).

    A surv main might only recall when they've been hit when they (from their end of the connection) shouldn't have, but are probably completely unaware of all the times they should have been grabbed but got away with a hit, or stunned a killer with a pallet when from the killer's end it should have been a hit, etc. And vice versa.

    As usual, people feeling their side is being slighted largely a perception issue.

    All that said, the servers/latency during this event have been as bad as I can remember, but again, I've seen it on both sides.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3481310#Comment_3481310

    Solo-gening without healing when injured is already gen rushing.

    WHAT

    Being beaten by average loopers just because

    It means you aren't playing macro, at all. You can have crazy good chase but still lose because you refuse to play with any macro or strategy at all.

    For sure, most of the time when I lose it's because I have neglected or abandoned my macro game, and usually I realize I am throwing while I am doing it.

    And not to parrot others, but gen rushing really isn't a thing, unless you are ignoring your teammates' situations to focus solely on gens, and this usually works out in favor in of the killer.

    I mean if I'm injured and can't heal myself and/or there's not a teammate right there, I'm not going to wander around aimlessly hoping the stumble on a teammate to heal me, I'm gonna work on an objective. That's not some sort of extreme strat; I'm not sure why you'd expect someone to do anything else.

  • 10 games is not a significant enough sample size to tell you anything of value, and what little I see in that data is imbalance, which is kind of the DbD experience, and a condemnation of MMR.

    Also, what you can't see in raw data is the qualitative experience; did your opponent seem like they were any good? Were you oscillating between strong opposition and potatoes (which is often my experience)? A much bigger sample size (think like 100+ games) will iron some of that noise out, but there are many other variables to account for, and highly influential ones that are difficult to account for statistically (the invisible elephant in the room is maps, which can and often does make or break a game regardless of other factors).

    But for me, the main issue with SBMM is the wild inconsistency, and your data doesn't really show anything but that, at least on the surface.

  • @KateMain86 said:

    I decided awhile back that cleansing all 5 totems at the start of the match takes priority given how fast the match can change in favor of the killer if only even 1 totem is still up. I use a totem cleanse build to speed up the process but it doesn't always work out if the killer finds me before its done. Devour hope has to be dealt with as fast as possible given how quickly it increases the power of the killer. As far as how often I see it lately, I've had it used in about 10 of my matches the past week. It may have been used more often because you only know it was DH if you cleanse it after it powers up or you check the loadout after the match.

    Yeah, I used to do this, then the boon meta took hold and people started getting pissy when totems got broken, but now that CoH is garbo I'm just going to go back to busting any bones I come across.

    Like OP, I've seen a lot of Devour in recent days.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3478764#Comment_3478764

    Sadako was revealed to have a sliiiiightly above average kill rate last time, though. At least in top MMR. She apparently wrecked shop in overall MMR.

    Sometimes perception doesn't quite line up with reality. That can make it difficulty to identify which killers need buffs, and what buffs they need.

    Sadako's kill rate was in large part on the back of a really awful playstyle (which they are now nerfing). You have a Sadako players who are struggling with a ~30-40% kill rate, and then you have the condemned practitioners who are absolutely cleaning up and boosting the overall numbers. That slug/condemn strat is godawful and should be kneecapped, but if BHVR doesn't balance that nerf with some actual buffs to her chase, her kill rate is gonna tank, just you watch.

    Generally speaking, one thing many people forget when looking at the kill rate for weaker and lesser used killers is that they are propped up by some degree by people who main them, even the point of exclusivity. Keeping on the Sadako example, there aren't many Sadako players, but most of them are committed. For casual players or players who don't want to sink all their playtime into mastering only 1-2 killers, these weaker killers are essentially useless, and inaccessible.

    If you're Joe Casual horror fan and you're like "oh neat, Sadako, I 'm gonna use her!", you're gonna get wrecked a bunch of times and pick a stronger killer.

    I think the broader point here is that it seems ridiculous that we can have killers like Blight and his all-star array of busted add ons go untouched for years while weak killers are left to tread water in mediocrity because the devs won't give without taking just as much (or more) away.

    Of course it should go without saying that a huge part of killers being weak or straight up non-viable in some cases is the piss poor map balance.

  • My W/L ratio hasn't changed much on either side during the event. There's plenty of annoying ("fun") crap for both camps to deal with.

    I'm digging all the BP, though.

  • I play both side pretty evenly, and I think it's been pretty evenly jacked up for both sides during the event. I think the servers are just a smoking hot mess right now; not just hilariously bad hit-related stuff, but all kinds of jank, both in game and in the menus.

  • You don't have to be a biased killer main to recognize that most maps favor survs, a few are neutral, and like 2-3 truly favor the killer (Dead Dawg, Midwich). That's just the reality of it.

    And I don't really care that much, except for the really egregious offenders (Cowshed, which might as well be a fifth survivor, and Mother's Dwelling come to mind). Most of them are within a tolerable range.

    Of course there are maps that really screw specific killers or killer types, but generally they're not that bad. And I think there should be some variance, just not to the degree we see in many cases.

    That said, map balance (or lack thereof) is the cause of many of the games fundamental problems. Of course the trick is balancing the maps without making the S tier killers even more oppressive (primarily that abomination, Nurse).

  • I mean it's a process of elimination; if a gen was just done, you were nearby and then nowhere to be seen, having left no scratch marks, there's only so many places you can be. And even creeping into a locker does make a distinct sound that can be annoyingly audible.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3466170#Comment_3466170

    If killer is so bad, yes. But if killer knows what they are doing, then no.

    All depends on killer's skills. If they are good enough, they can win. Even kill rates favors killers.

    That same applies to the opposite; if you fall behind against good survs, tunneling and camping won't save you. Or simply if you get a bad map.

    I will say that while a player's first few hundred hours as killer is pretty easy*, once you hit the MMR cap, things change. It doesn't get consistently difficult (MMR is too hit or miss), but the cakewalk is over at that point. In matches where the killer and all four survs are about the same in terms of experience, I think killer is harder.

    There's definitely a curve in terms of balance.

    *this is why many surv mains who try out killer or only play killer for dailies think killer is super easy; at low MMR where players are new and almost always solo, it is. Especially if you have a tone of time in surv and all the game sense that comes with that experience. Most of those people never make to the point where they're actually facing good surv players.

  • @KingFieldShipper said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3450078#Comment_3450078

    This is correct, and if you are at a certain MMR on one killer, you have a baseline MMR on others to separate you from newer players.

    Which is one reason addition of custom bot matches was needed. Now you can test drive killers with unique powers away from public matches.

  • Distortion is cemented in all my surv loadouts, and when I hear it right a the start of a match, the first thing I do is gtf away from any teammate I see (which is what you should be doing anyway). Or jump in a locker. I wish there was a signal I could give to them, but it is what it is.

    And yeah, it's pretty annoying when you're the one that knows the killer is coming and they still find you first. But sometimes that's just how it goes. Bad luck is bad luck.

  • I don't see it as a problem; I see it as a perk for people without a ton of map awareness, which is fine.

    As for myself, I am not at all a great looper, even though after thousands of in game hours I have a ton of map awareness (as much from playing killer as survivor). So being able to see all the resources doesn't mean you'll be able to utilize them efficiently.

    And those experienced players who can really use their resources super efficiently probably aren't the ones running WoO.

  • @Aven_Fallen said:

    To be fair, this guy has 2 Hooks at 1 Gen left. It is not like he is camping right at the start.

    The bigger problem with camping is how effective it can be when done right away. Especially if you include Perks like Deadlock.

    Not saying that Killers deserve Kills in Endgame (because they clearly dont, if they suck all game, they dont deserve to get a Kill in Endgame), but it is way more understandable that someone camps when there are all Gens done or only one left.

    Yeah, the way I look at it, camping is only really poor form if there are other objectives remaining (or the justification is inversely proportional the number of remianing objectives). And what we can't see in this pic is where the remining gens are; if they're spread out, camping is more justified (because they can't prevent the last one getting done, really).

    Once all the gens are done, defending any hooks is really the only thing a killer can do. Expecting a killer to leave their only remining objective "just because" isn't reasonable. Not saying a killer "deserves" endgame kills, but you really can't get mad at them for defending their last remaining objective.

    But as you say, it's too effective in the early game (where's there's little justification for it), and it's lazy. Hopefully the new changes they make curtail it, but I'm skeptical.

  • "Gen Rushing" isn't really a thing, it's survs doing their objectives.

    However, it can feel like like a relentless blitz you're helpless to stop for a few reasons:

    1. Massive, surv friendly maps.
    2. Low mobility killers with no built in slowdown.
    3. A combination of #1 and #2.
    4. Survs coordinated with toolboxes, perks, and add-ons.
    5. Survs don't want interaction with the killer, they just want out

    1-3 are real problems, but they are game design issues, not some sort of dirty tactic. With certain killer/map combos, you really are just totally screwed unless the survs are total potatoes. And you feel that as a pressure you can't alleviate, like you're being "rushed".

    #4 and #5 aren't issues if the game design issues aren't present.

  • Let me preface this by saying I hate slugging, and I will only slug for 4K if I can see the last survivor when I down the third, and even then only if I am making my last push to Iri 1 and need the pips. I am not a fan of slugging as a strategy.

    I think basekit unbreakable and basekit deerstalker is a decent solution.

    That said, all four survs being on the ground at once is the product of one of two conditions:

    1. The killer is waaaaay better than the survs.
    2. The survs played really poorly.

    Leaving them down is a killer choice (and lame one), but in a situation where there is a relatively even match and the survs play even decently it's extremely unlikely that all four end up on the ground at once.

  • Twins is the runaway rarity leader, but Hag and Freddy are also very rare sights. Trickster as well, I saw one last night for the first time in a good long while.

    Also, the fact that I am seeing so few Skull Merchants during a tome centered around their chapter tells me they are going to be dead before long.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3447372#Comment_3447372

    Isn’t there a breakable door attached to one of those rooms with the decent window? And while ur spawns a weak pallet once that’s gone there’s really nothing else. They could vault back and forth but I’ve still see killers catch people there.

    I won't go out of my way, but I always break that wall as soon as I see it. Once you do that the window is neutered.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446696#Comment_3446696

    That's blatantly false.

    There's like 3 safe pallets on Midwich and none of the room pallets are safe.

    Yeah, there's no configuration of Midwich that even comes close to being surv sided. Like one god pallet.

    I get frustration with rng/pallets, but Midwich is a baffling map to pick on for it.

  • It kind of has disappeared? Not completely, but there are so many better aura reading perks out there.

    I see BBQ a tiny fraction as much as I used to, and I personally haven run it since the BP bonus was removed.

  • @mikewelk said:

    Some killers are just notorious for providing a miserable experience when played against (such as Nurse, Pinhead, Skull Merchant, etc) and I guess they don't want to take that risk.

    Other than that I have no clue.

    There is some truth in this, but I have this happen just as much with low tier killers as high.

    I think it's an ego thing. Like there's some shame in going down early/first when they come in thinking they're hot shiz.

    But the reality is that even if the killer isn't s-tier and the killer player isn't sweating, someone has to go down first. I've been the first down and escaped countless times.

    It's not a big deal, and first down disconnectors really ruin things for everyone else. Babies.

  • @JPLongstreet said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3446856#Comment_3446856

    Trickster is the one only killer I'd consider absolutely unplayable with a controller. All other killers can be learned over time and get decent with, but not him.

    Yeah, I can play a pretty serviceable Huntress and Slinger on controller, but Trickster is rough on console. I almost always trash can Trickster dailies.

  • Killer is def easier on PC, but with the possible exception of a handful of killers, it's quite playable on console, especially the current gen machines. And even those killers are playable, you just won't ever be top tier with them using a controller.

    There will be some moments of frustration when you get your FOV exploited, and with aim dressing hijinks, but you can keep up on console with killer.

  • @Mat_Sella said:

    https://forums.bhvr.com/dead-by-daylight/discussion/377862/why-doesnt-wraith-have-the-same-qol-features-as-sadako

    I believe the answer to your question lies in the fact that

    A. Wraith moves Significantly faster in stealth, Sadako doesnt.

    B. Sadako has a lullaby, Wraith doesnt.

    Its a balance.

    Yeah, I am someone who plays a lot of Sadako (my highest prestige killer), and agree with this. Especially with the visual terror radius in play.

    I don't know that I'd say Wraith is much better than Sadako, but he is better, especially right now. He's also easier to play; he'd be my top recommendation for someone trying killer for the first time. Pretty forgiving, pretty much plug and play.

    Wraith is nearly totally silent in cloak, and has high mobility.

    Sadako has a lullaby (which is super boosted by the visual terror radius), and while she can TP, it has restrictions and clear counterplay.

    If you don't use the slug/condemned playstyle (which really isn't fun for anyone, and I don't do it), playing Sadako is work against decent+ survivors. Wraith is pretty effective and simple to use unless you're facing really good survs.

    Playing as a surv, I'd much rather face a Sadako (most of them, anyway) than a Wraith. Her kill rate is boosted by the fact that many people who use her are sweaty specialists who employ a lame strat.

    One of these two needs a rework, and it isn't the Wraith.

  • Well, I think this kind of sucks, but I totally get the concerns about play with it around the hook.

    It never made sense to me that Punishment of the Damned doesn't apply torment, so I hope this is something they revisit with a more nuanced approach.

    Maybe in the meantime they can do something about his dumpster fire add on set.

  • I'd love to switch to PC. I have a great gaming PC and I've put in some time on my Steam account, but I have abandoned it for now, because I have 3K hours on PS4/PS5, and there's no way I'm giving up all the content I've earned on that profile. So much stuff I've earned and paid for, and stuff that may never be available again.

    So yeah, I'm a Playstation player until cross progression becomes a thing (probably never).

  • @egg_ said:

    They're just annoying, but they're really weak

    This exactly. Fun to play as, miserable to play against (mending sim), but ultimately quite weak. Especially if the surv team is experienced at all.

    Lots of very tediously earned escapes.

    As long as the counterplay is as simple as splitting up, they're a D-tier killer.

  • Hell no.

    1. It's fun AF to play as, and to face. Closest thing to actual horror this game has on offer.
    2. The trade off for the wall hacks is pretty heavy. Locked into tier 1, he's slow as all hell with a non-existent lunge
    3. If the map isn't indoors/super dense, Myers is gonna have real bad time even running the mirror
    4. Myers is D-tier under almost all circumstances

    Talk about the tombstone piece all you want, but leave scratched mirror Myers the heck alone. Don't get mad cause you messed your pants.

    A good game of "I'm gonna scare the living S- out of a few people and then let them all go" is my DBD palate cleanser. Some of the most wholesome interactions I've had have been playing that way.

  • @Clockwork_Enigma said:

    Because to me, having a game with both a DC penalty and the added function of bots in the match seems like it would be kind of silly at that point, right?

    Surely this is something that's being looked at or considered at the moment, right?

    No, because we still don't want people DCing left and right. In almost any conceivable case, having a live teammate is going to be preferable to having a bot teammate.

    Having fill in bots will already embolden more people to DC, ditching the penalty on top of that would result in chaos.

  • Currently, it doesn't really matter. Until there is actually some kind of tangible reward for hitting P100, it's strictly for show.

    I'll probably P100 2-3 survs (my mains), but I don't know that I'll ever P100 a killer, not because I don't play killer (I do a lot), but because I play so many different killers on a regular basis.

    But if you play any particular character(s) a lot, you'll hit P100 eventually, unless you just don't like items.

  • @ExcelSword said:

    Even if Killers can rehook survivors fairly quickly, it still prevents chainsaw killers from trading hooks. We also don't know if we can choose when to unhook ourselves, or if it is automatic. If we can choose, then you can just wait 59 seconds to unhook yourself and that is a net buff.

    Leatherface will not be able to get more than 1 survivor at a time if this is implemented and you play correctly, currently 1 survivor is the minimum when a rescue is being done. Trying to argue that this is actually a buff to face-camping is such a massive reach.

    Yeah, this measure is far from perfect, but in a situation where Bubba is facecamping and immediately re-downs and re-hooks the surv after they unhook themselves, it's still a net gain for the surv team because (assuming the surv dictates when they unhook themselves), the hooked surv can wait the full 59 seconds twice, unhook themselves, and even if chased down and re-hooked, it's still additional killer time wasted. Not much, but some.

    Also assuming the self unhook would activate Dead Hard, there's a non-zero chance they can still get away, even against strong camping killers. All while bypassing a sure hook trade. Also, no other survs have to come for them, meaning less surv time is wasted when a teammate is being facecamped.

    Add in Reassurance plays, and it can be played into a pretty big time sink for the killer. Resurrect DStrike and life could really be made difficult for face campers with this new setup.

    The bigger long term issue is going to be that this will effectively teach face campers how to proxy camp, which is the stronger tactic.

  • In addition to being boring, facecamping isn't even that effective (unless you're Bubba). Proxy camping is where the money is, and this doesn't do much to address that. Basically, these changes will force noob campers to get better it, imo.

  • Sadako should just have her Lullaby removed. I takes long enough for her to manifest to justify the change. She never should have had one, and now her stealth element has been neutered.

    Sadako is one of my main killer rotation and it has been rough since the update.

  • I'll play whatever I load into, but a few I really hate. Coldwind (all versions) in particular. Borgo also sucks out loud.

    But seriously, screw Coldwind. Honestly, when I end up on a Coldwind map as a killer, I pretty much just phone in the match. I just want to get to the next. Sadly, the next is often another Coldwind map.

  • @jamally093 said:

    What I mean is let's say the game ending or your playing killer and are half way through and you get the usually "nice camping,tunnel, ect" kind of stuff how do you deal with it?

    For me simple I stopped doing the whole argue back since it made no sense why argue back it's a waste of time. So I usually do the simple if the killer is camping I'll complain but never message no reason for it but if I get a message most of the time I just smile and basically just say "that's nice" and done.

    So how do you deal with toxicity.

    Don't engage in post game at all. Turn off/hide post game chat. Don't accept friend requests that come immediately after a match.

    Play the game the way that feels right to you, and if people don't care for it, let them mald into the void. Don't play for the approval of others, or subject yourself to the salt that will turn you cynical/toxic yourself.

    I made the decision to go that route very early in my DBD career, and I am happier every day that I did.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3429347#Comment_3429347

    I think healthy hook grabs should be removed.

    90% of my hours are on Killer.

    Yeah, I agree. I have tons of time in killer, and I think they're unhealthy. Mostly because they are so inconsistent (due to lag).

    As a killer, I have many cancelled that shouldn't be, and get some that I shouldn't. On the survivor side, same deal.

    It's just too potentially impactful a play to be so wonky, plus it leads to boring standoffs.

  • Worse. I think there should be an escalation of penalties for habitual offenders, leading to heavy bans. The system should be forgiving for the first couple (to account for connectivity issues), but spike if that player has numerous disconnections in a short time frame.

    By heavy penalties I mean 24h/72h/Month/Perm (for people who do it multiple times every play session).

    Don't want the devs wasting their time curating another server just for people who can't be bothered to play the game as it comes like civilized people.

    There's just no excuse for repeatedly disconnecting. If your internet is being wonky, getting booted a couple time in a short time should tell you to step away until it gets better. People aren't entitled to ruin others' games by trying to force the issue when their internet is crapping the bed.

    And if someone's internet is just always awful/unstable, online multiplayer games like this might not be for them. Not what they want to hear (I've been there, I get it), but the truth.

  • @[Deleted User] said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3428591#Comment_3428591

    That's how I like to play but I can also understand some people thinking "I'll get this match over quick with and go to the next". I've had matches as killer where the survivors are so bad I've had to go and hide in a corner or gens won't get done. Very boring.

    Oh, for sure. Some games the survs are so bad being nice is painful. Those games I won't let linger too long, but I'll at least try and distribute the hooks evenly (and maybe give them a chase longer than 10 seocnds) as I wipe them out.

    Or if one of their team DCs at five gens and you know it's gonna be a while before the remaining three can complete them. Most times I just let them, but it's annoying. Especially if they're too green to even to recognize that you're not trying to kill them and they still immerse.

    But I'm not advocating for people to make their own experience awful by turning what could be a 5 minute rinsing into a 15 minute babysitting session, just saying you can still win most of your games without entering each match with your ass on fire. Generally, you'll have a good idea in the first 90 seconds of a match if your opponents are really good or not.

    If they're really bad (or just not great), you can still play to win, but some people should just consider taking the scenic route rather than the expressway to victory.

    Just that it doesn't hurt to use a little situational discretion.

  • My condensed take on the issue is that it's not hard to simply match the energy brought by those you are matched with.

    Sometimes that might mean taking your foot off the gas a bit when matched with players obviously below your skill level, or goofing a bit.

    Other times that might mean going into sweat mode when the players you are matched with are really good/sweaty or toxic.

    I just don't understand people who bring the same plan and energy into ever match and refuse to adjust at all. Is it really fun to curbstomp some poor group of potatoes/casuals by ruthlessly tunneling? Or going full bore gen rush on an inexperienced killer?

    Does that prove anything? At that point, it's not about winning, it's not about "not putting their fun first", it's just making them feel bad because you can.

    You can adjust down to the play of your opponent and still win. Not throwing, not putting their experience above your own. Heck, it's nice to take a match "off" here and there and relax. Just play each match as it comes.

    What it tells me when people only play one way is that they don't have much game sense, and/or are just an a-hole.

  • I've played like 90% on PS4/PS5 in my time with DBD (3+ years), and my chat/messaging has been disabled almost the whole time. Sure, I've missed opportunities for positive contacts, but I never have to deal with any toxic, salty BS, which is liberating. It's just simpler to operate that way as a rule.

    No fear of what I'm going to hear, or playing hopes of getting some kind of praise/validation.

    So if anyone out there runs into me and I give no response or don't accept a friend request, it's not personal at all.

    Also that way, I can assume the best of people and not have that ruined by unexpected (but predictable) post game BS.

  • @TheWheelOfCheese said:

    It's 2023 and survivors waiting until the last minute to leave still isn't reportable, nor do we have a concede button.

    I lose faith in the developers more and more every day.

    Certainly it's immature and pathetic to wait at the gate just to teabag (unless the killer was really toxic), but there are legit reasons to wait to leave. I will hang in as long as I can if I have teammates out in the map who may need help, I will sometimes wait to scrounge a few extra chase/escape chase points if the killer comes, do some healing for altruism points, etc.

    So waiting in and of itself isn't necessarily toxic behavior.

    Not to implicate myself, but I've been in the gates healing or something and I've seen an injured teammate start teabagging and blocked them from getting out (resulting in their death), which is kinda funny. And before anyone gets on my case about that, if you're teabagging just to teabag, you have it coming.

    And if it really just grinds you gears as a killer, run Blood Warden and you'd get satisfying revenge at some point for sure.

  • @[Deleted User] said:

    I wonder if this could be solved with a "Shorten My Lobby Wait" option?

    Default is you sit until an appropriate MMR shows up.

    Option lets you use the current system; load fast, but you get what you get.

    If such a thing were to be attempted, I would guess that it's be the opposite. I'd bet most people would be unwilling to endure long wait times, so it'd probably be a "lengthen my wait time for more accurate matchmaking" option being the alternate, and not the standard.

    But again, I don't have a high degree of confidence BHVR could implement it effectively. The whole damned thing would probably break.

  • @MrPeanutbutter said:

    https://forums.bhvr.com/dead-by-daylight/discussion/375361/sick-and-tired-of-being-matched-with-potatoes-vs-try-hard-killers

    What do you propose for “fixing the matchmaking”? If there was an easy fix, it would have been done a long time ago. There aren’t enough people at similar MMR level playing the game at a given time to make “fair” matches without extremely long queue times. As player numbers continue to drop, the problem will only get worse. Let’s also not forget that MMR based on kills and escapes is a terrible skill-measuring system to begin with.

    Yeah, the issues are multiple.

    We saw during the SBMM experimentation what happens when they make the matchmaking too strict. Sure some people might wait for an eternity for an accurately matched game, but most people won't. You lose players if you tighten things up too much.

    And as you say the conditions for MMR change are woefully inadequate, what else are they gonna use to quantify skill in this unbalanced, asym mess?

    And I certainly don't see BHVR adding in a second matchmaking functionality that allows people to accept longer or shorter wait times than others when the one there is barely works.

    So tl:dr, it almost certainly isn't changing much, if ever.

  • Yes, regularly tunneling the first person you see out is reflective of a skill issue. Or at least low confidence in being able to win any other way.

    But for people who are being driven crazy by the matchmaking, you might as well just pack it up, because that's not gonna change.

  • I like variety too much to stick with one, but I do have favorites:

    Surv: Jane, Yui, Haddie, Cheryl, Adam, Steve

    Killer: Onryo, Plague, Myers, Dredge, Spirit.

    I play pretty much every killer regularly except Nurse, Blight, SM, Hag and Twins.

    Survs are all pretty much functionally identical outside of model size and cosmetics, so play many of them depending on my mood.

    Except Ace. I hate his stupid smug face.

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