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Troman

Troman

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  • @Lagoni said:

    https://forum.deadbydaylight.com/en/discussion/comment/934347#Comment_934347

    This perk would probably help the killer find you a lot easier, unless it was restricted to only work, while in a chase.

    Otherwise, it seems like a perk that could get added down the line

    Well it's ok if a perk has downside, I even like it, it makes us change the way we have to play the game.


  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/934448#Comment_934448

    Scratch marks can be annoying as hell to track already, these perks give you a chance to escape and hide, if you used quick and quiet with dance with me, you could easily confuse the killer long enough for you to make distance. Making scratches even more spread out would be incredibly frustrating since they are already difficult to follow, can be covered by grass and behind structures, and because we already have perks dedicated to making scratch marks harder to follow. You need to actually put in effort to lost the killer, you shouldn't just equip a perk and suddenly be impossible to track

    Scratchmarks are incredibly easy to follow, a 5 year kid can do it. I don't remember when I lost a survivor last time because I couldn't follow his scatchmarks. I have NEVER seen anyone using Predator. There goes the "incredibly annoying to follow" theory.

    I'm not talking about anything crazy, maybe 30% wider, but it would be an interesting perk, probably for those who prefer stealth, I would definitely use it.


  • @Plaquer said:

    https://forum.deadbydaylight.com/en/discussion/comment/934347#Comment_934347

    Run Lightweight, Poised, Dance with Me, or Distortion. All 4 help reduce or remove scratch marks

    I know these perks exists, they don't have the same functionality.

    If the killer is close to you Lighweight is totally useless. The killer can still see exactly where the tracks are going. Other perks are useless for the most part and too situational, that's why you hardly see them being used.

    With a perks that makes scratchmarks spread wider you can mindgame the killer during the chase much easier.

    @poyant said:

    https://forum.deadbydaylight.com/en/discussion/comment/934347#Comment_934347

    Kind of what diversion is for? To throw a coin and leave a trail of false noise and scratch marks but that’s the closest besides lightweight that comes to mind when describing what you are saying. But yeah a more detailed perk for scratch marks would be OP and useful. We all know scratch marks and the number one thing that gets you caught or found. Dance with me is also another once where after vaulting leaving no marks for 3 seconds so there are a few. But a specific one to attack scratch marks would be cool but it may give less love to those perks so they may not do so.

    No, not like diversion. You just sprint and the scratch marks spread wider in all directions. As soon as you break line of sight it will be harder for the killer to guess what direction you run. You can double-back easier. Sure, you can do it without such a perk, but it would allow more interesting strategies during the chase and more mindgaming instead of the boring looping.

  • A perk for survivors that would make scratchmarks appear more spread. It would be the opposite of Predator. It would be very useful for losing the killer and for those who prefer double-backing during the chase, instead of looping until you get downed.

    Right now it's almost impossible for a good killer to lose a sprinting survivor.

  • @hocrux said:

    All they need to do is give a heads-up when a killer is about to go into the game with swf, so they can mentally prepare for the type of game they might be up against

    Nothing major, just an icon will do that state so which are swf while in the lobby

    90% of killers who don't like like playing against SWF will "mentally prepare" by dodging the lobby, so it's basically the same what OP proposes. Other posters have already explained why it is a bad idea.

  • Voice comms - I'd glad most people agree that we don't need it.

    Concerning "Overwatch's comms wheel" - it doesn't fit DBD. And if someone refuses to communicate and share information, it's pretty useless.

    It's beed said so many times, what we need is more info on the HUD about current survivor activity:

    when someone is being chased, when someone is working on gen or opening the exit gate etc. It fits DBD much better and will work regardless of someone being not very "talkative".

  • I suggested it a while back too. I think being able to switch back to Tier I makes sense and will allow to use more strategies with Myers.

  • This options is needed sometimes.

    Instead remove the ability to suicide on hook. If you have to quit, leave the game and take a small penalty or stay and don't ruin the game for other players.

  • @Almo said:

    What usually happens with SWF is that they get super-altruistic and refuse to leave the match unless they can get everyone out. Only at very high ranks and with SWFs that play together a lot is there much of a benefit in terms of escape rate.

    That does not mean we don't want to do some things to make the solo experience better. As someone else pointed out, that's the reason for the Kindred buff.

    Perhaps escape rate isn't the right metric, as SWFs can be more annoying to play against even if they don't necessarily escape.

    That's right. SWF also has a psychological factor to it. When you get bullied and feel powerless during the match as a killer, even if SWF gets super altruistic at the end of the game and you manage to 2k-4k, it still feels miserable, because it was a gamble, started and lost by SWF.

    And one more thing to keep in mind: SWF can afford to be MUCH more altruistic and STILL have higher escape rate than soloq. Soloq definitely needs many more buffs, preferably on game-machanic level.

    Speaking of a better metric, perhaps average time it takes to complete 1/2/3/4/5 gens in games can give more insight.

  • It depends on how the DEVs calculate the 6 ranks range. It could be 1 + 6, so the lowest boundary for the killer could be rank 7.

    If the killer started as rank 7 and deranked to 8 after this game, then it fits.

    Or you pipped and became rank 1. Or killer deranked from 7 to 8 and you ranked up from 2 to 1.

    Or matchmaking is bugged.

  • @Sleephartha said:

    Evidence just keeps piling up and I don’t see how people can keep denying it. First there was the devs own data that showed 75-80% kill rates. Unfortunately the devs also toss in the “dont draw conclusions” so all the killer mains say it means the data is worthless. Completely wrong but yeah... ok. I stayed away from the forums after that. Then today I read the thread about wraith and notice Tru3tal3nt and Otzdarva tracking their win rates. Whaddya know? They were like 90%. This with wraith and trapper. Along with that are the other people in the thread noting their 3k averages, etc. (Though anecdotal it supports the data).

    So.... what is everybody seeing that shows killers being at a disadvantage aside from the occasional beating by high level 4 man swf teams?

    I’ll tell you what they’re seeing: nothing. Everyone who complains on here about survivors being entitled and owning the game gives anecdotal, subjective information about their games. All the data and facts continue to show that most games will end with a 3-4k. Thus killers are almost always “winning” whether judging by pipping or in-game experience of kills, and survivors are almost always dying. In this case, since we know survivor pipping is fairly easy, survivors are often winning by pipping but losing by dying.

    IMO what these high kill rate data show, and which matches my own experience in game at green thru red ranks, is that survivor game experience is suffering, even though we pip. The exception being those red rank swf squads.

    This is also what is pushing me away from the game. It seems killers must have 3k to “win” but survivors can die all day long and “win”. Playability as solo survivor sucks. All day long at all levels you get bad teammates, dcs (which will become suicides on hook), killers with Ultrarare addons, proxy camping, tunnelling, and a multitude of little mechanics that make survivor life suck, like being downed during a pallet stun, getting hit 6 ft thru a window, slow and medium vaults that make no sense...

    How about redefining killer wins away from 3ks? Tweak the “win” conditions and balance so that survivors can escape more, more like 50% kill rates, and killers can still “win” via pipping. Right now it seems like pipping is balanced but game experience is very killer sided.

    Sleephartha, you won't find any truth here. I'm a gamedev myself (not DBD of course), I work on balance and AI and I know from my own experience how difficult it is to prove anything to certain vocal but ... not very smart querulants in the community. People ignore facts or find excuses in their heads to go around the facts if they don't suit them.

    When someone starts a thread on this forum and asks to shut up about mentioning stats, but keeps expressing his own subjective opinion which contradicts stats and Peanits is the first one to reply with "Amen!" in the thread supporting it, what do you expect? No one cares about facts and balance. Since people keep playing the game nothing will change. A vocal and more egocentric minority will get what it wants.

  • Thanks, i will use this thread to spread more info about stats.

    In case someone hasn't seen the stats yet, here's the link: https://forum.deadbydaylight.com/en/discussion/106566/

    And you are free to use it any time you want.

    😄


  • @NuclearBurrito said:

    https://forum.deadbydaylight.com/en/discussion/comment/912251#Comment_912251

    Don't use either. Use reasoned arguments instead, if something is OP you should be able to figure out what using the mechanics. And sometimes it's not that the Killer itself is OP but that something around the Killer is a problem that they can take disproportionate advantage of, and thus the solution wouldn't directly impact the Killers mechanics (but would have a large INDIRECT effect)

    As a player you can't have a more reasoned argument than stats, anything else is just your personal opinion. Are stats 100% accurate? No. But in most situations they are surely more accurate than most arguments a player can come up with based solely on his personal experience.

    If you think that killer X is underperforming, what reasoned arguments can you show? The fact that you lost 10 games out of 15 with him? But if stats show that most people win 80% of games with that killer on average, it trumps your subjective experience. That's why we need stats. Of course you must investigate why it happens, before applying any nerfs, because you must know what exactly to nerf, but it doesn't change the fact that the killer is overperforming and must be fixed.


  • @Peanits said:

    Boy, the forums are meta today.

    The point is that they are very general stats, they don't show you exactly why they are what they are. Is it because of mori's, a specific set of add-ons or perks, a certain playstyle? You have no way of knowing based on those stats alone.

    You should use them in the sense of, "I don't know, I think this is fine. Look, it's performing well overall: Stats ". Not "Look at these stats: Stats It's OP, nerf it.

    Using them to support your point is good. Making a conclusion off of very broad numbers is bad.

    That's what I said, stats don't show "why", but are they supposed to? If a runner comes first to the finish, we don't know why exactly that happened, but unless he cheated, does it change the fact the he came first and deserves a gold medal? Or must we first investigate why it happened before acknowledging his result and agreeing that he is not a weak runner? Stats are just a measure of performance and they are perfectly doing their job.

    So, my point is, if killer X is clearly underperforming/overperforming and someone asks to generally nerf/buff him, will you rather rely on a subjective opinion or stats? I think the answer is obvious, so why should we stop using stats as arguments in discussions but continue using subjective opinions? It makes no sense.

  • In a discussion about balance we can either base our arguments on our personal killer/survivor-main opinion, which is based on experience of just a single person and is very prone to cognitive biases. Or we can base it on the sum of experiences of all players gathered by an unbiased algorithm in form of stats.

    Common sense suggests that stats beat any single personal opinion in accuracy hands down. I'm sure no one in his right mind will dispute it. Undoubtedly, any stats must be taken with a grain of salt just like any other information, but it's obvious that you try to downgrade their role mostly because you don't agree with the picture they show us. So, seeing biased personal opinions being represented as the "final authority" I will not shut up about the stats, because it is the most accurate and unbiased piece of information we can possible have. Period.

  • @Meiygo said:

    not in all matches but a 4 k is just possible with slugging. or the last survivor get the hatch. a win is just a 4k and 32bp everything below is a killer lose.

    i get 1-3kills but 4k is very rare

    That's the mentality behind some killer mains who don't see that 70% killrate in red ranks is unbalanced. Unless they get 100% killrate they will keep complaining about survivors being OP and DEVs only "listening to survivors". They want to be spoon-fed.

    They keep talking about so called "killer power-role", which is total BS. Games are played for fun, it doesn't matter if you play killer or survivor, everyone has equal rights to have fun, not just YOUR side, so the escape rate should be not less than 50% for the game to be balanced.

  • I agree that solo needs buffs. But I'm against the proximity chat and seeing other people's perks. It might sound good in theory, but it won't work well.

    It's better to buff solo with other means.

    We just need more information on the HUD: who is being chased, who is being healed, who is working on gens, who is opening the gates etc. Might also add a progress bar to some of these icons, similar to the healing progress bar near the survivor icon when he is downed.

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/906945#Comment_906945

    No, theoretically, not anything is possible. :P This is theoretically possible. Not exactly a good idea, but it is possible.

    That's the thing. Theoretically anything is possible, it just depends on the energy you can invest into it, in theory. But we are not interested in theory, so it boils down to the question: is it worth the effort? And in this case the answer is "no".

  • @TAG said:

    https://forum.deadbydaylight.com/en/discussion/comment/906905#Comment_906905

    I mean, I agree that the other way around is better, but it is possible.

    If I was a DEV of a commercial game like DBD I'd probably say no, it's not possible, in the context of the game. Considering that there's a much more elegant solution, which is more generic, creates less code, needs less balancing in the future, can create less bugs etc.

    But just theoretically, sure...theoretically anything's possible.

  • @TAG said:

    Sure you can. Just inflict penalties to people in the same group. Does not mean it is a good idea, but you can hypothetically do it.

    It would create more spaghetti code and we don't need more. Because DBD would treat SWF survivors in the code separately from solo survivors (and probably 2-man SWF groups separately from 3 and 4-man SWF groups).

    Too much redundancy, there will be even more nuances to consider during balancing for new content, that's why the other way round makes so much more sense, also for other reasons.

  • @Rex_Huin said:

    Next up: Why cheese is not meat

    Almost. Next up is "why cheese is meat":

    @Pulsar said:

    Huge disagree. Tunneling and gen rushing are the same thing.

    Survivors have figured out that the faster the gens are done, the better their odds are.

    Killers have figured out that the sooner they kill one person, the better their odds are.

    Extremely simple.


  • @Peanits said:

    Now I'm not totally against it, but there's a bunch of things that need to be considered, such as:

    • Where do these toolboxes spawn? Set locations? Chests? Literally anywhere? Do I need to search every inch of grass in case they're in there? Do you see them?
    • What if I want to use a different item, like a medkit or a flashlight? Would I have to drop that and grab a toolbox instead?

    More importantly, in order for it to be worthwhile for survivors, you would need to find a toolbox and get back to a generator in under 20 seconds, otherwise you'd be better of powering through it. But that also raises a different question, would those extra 20 seconds really be a game changer against a really good team?

    Those are the sorts of things I'm curious about.

    Peanits, I think you understand, that "genrush" is basically an illusion, unless people bring in toolboxes or BNPs.

    The dependency of summed gen repair speed of all survivors in the game vs number of survivors left in the game is non-linear, it's rather exponential.

    4 healthy survivors in the game = killer can't control them all, so it's natural that gens are being done very fast at the beginning. But as soon as there are 1-2 survivors left the gen speed slows down drastically to the point where it becomes a "gen jam" with almost no gens being done.

    So, it makes little sense to talk about speed of gen repair at the beginning of the game, because it gets compensated by the mid/late-game gen repair speed. The average repair speed of the whole game is much more informative. And survivor's escape rate of 30-35% tells us the the average gen repair speed is fine. It's actually too slow.

    If anything, we could use a game mechanic to slow down gen repair at the beginning of the game and speed it up in the mid/late game. But with what purpose? To defeat the gen-rush illusion?

  • Fake news.

    Have you just invented new math? 70% is:

    4 / 100% * 70% = 2.8k.

    That's almost 3k on average. Stop spreading these lies.

  • So, you are basically proposing to make gen repair slower on average. The speed is either slower or the same, on average it will be slower than now.

    The question is why would you want that? Survivors are already barely surviving with 30% escape rate on average in red ranks. Do you want a 100% kill rate?

    Where is the logic? This idea makes no sense whatsoever. If anything, the gen repair must be made faster, to balance out the very low escape rate.

  • I like playing stealthy. Not immersed. I enjoy outsmarting the killer. You have to think like the killer and know where he is going to look for you and prevent being found. I usually do most gens in my games while my solo teammates go down every 5 seconds.

  • Making unused perks useful would be great. There's no need to make them meta or OP, just buff to them to make them more useful.

  • @kid187em said:

    https://forum.deadbydaylight.com/en/discussion/comment/897717#Comment_897717

    I play solo all the time and escape at least half the time, and when you say make the game fun for everyone by doing this i assume you mean besides the killer that will get stomped every game. As it is the wait to get in a lobby is anywhere from 5-15 minutes but keep buffing the survivors side while leaving the killers out will only make that worse. I used to be a killer main untill i got tired of being stomped by swf groups. Making the solo as strong will make the lobbies unbearably long because nobody wants to play on the side that's going to get smashes almost every round.

    So, you are talking about killers getting "stomped" when the kill rate is 70%? Seriously? Getting stomped is exactly what happens to solo survivors now. But looks like it's only bad if it affects you, right, stomping solo survivors is ok?

    Killers kill almost 3 survivors out of 4. Survivors escape rate is 30%, that means solo escape rate is around 25% or less.

    You can say you escape 120% of all of your solo games, it's not about you, it's about the community in general. I'm personally fine if you don't use kindred or any other solo survivor buffs, but most solo survivors need it.

    If you get stomped as killer and escape as solo survivor 2 times more often than other solo survivors, maybe playing killer os not for you, play survivor. Case closed.


  • @Mr_K said:

    https://forum.deadbydaylight.com/en/discussion/comment/897717#Comment_897717

    Are you saying that having the ability to know when another survivor is going for the save isn't strong and doesn't hurt the killer in any way?

    I play solo survivor and don't play in SWFs. That's more than likely why I don't agree to the notion that solos are weak. I feel the ones stating this are thoses that normally play SWF and occasionally solo and try to compare the two. The survival rate is 25%? You know how many times I've seen a 1k turn into a 3k because survivors want to play hero instead of escaping? You should really take the Devs stats with a tub of salt.

    I'm saying that solo balance is screwed, and solo is the weakest link. And it's obvious even to most killers, it's obvious to survivors, it's obvious to the DEVs. Is that hard to understand? That survival rate is around 25%, yes. Analyzing why it happens doesn't change that fact. For each of your "do you know how many times survivors...?" I can bring as many "do you know how many times killers/SWF....?". So at the end it doesn't matter and doesn't change the fact: ~25% escape rate.

    As for Kindred affecting killer performance. ...how else is it supposed to work? You can't make omelette without breaking eggs.

  • @Mr_K said:

    I like how the narative has become solos are helpless and weak. Yes, getting bad teammates sucks but four randoms that are independently good can out play any killer.

    Giving a powerful perk like kindred to all survivors for free and allowing another perk to take that empty spot would throw the "balance" of the game. Kindred alone would remove any hook pressure for the killer.

    As a survivor working on a gen while a teammate gets hooked. I'm not getting off that gen if I see someone else going for the save. Time wasted by two or more survivors going for the save is lost for the killer and it doesn't cost a perk slot.

    So what does the killer get in exchange for the increased gen efficiency? Are you willing to make a non-hex version of Ruin basekit? How about increasing base movement speed from 4.6 to 4.8 and 4.4 to 4.6?

    Solos escape rate is not more than 25%. You see that when you play solo for yourself and stats prove that. So, some DBD players are equal and some are more equal? Killers and SWF are allowed to have fun while solo survivors are not and must be cannon fodder? Is that fair? What are you complaining about? The hypocrisy is real.

    "Giving a powerfull perk like Kindred" ... blah blah. Don't be a drama queen, you need to give solo 10 perks like that to make any noticeable difference. Besides SWF already have that information and MUCH more, why should there be privileged and unprivileged survivors? So, calm down and let the DEVs make this game fair for everyone.


  • @FriendlyGuy said:

    Yeah. The last change to kindred was a step in the right direction, but if BHVR really want to bring solos on swf level they gotta take bigger steps.

    Kindred as a basekit + let us see when ANY survivor is being chased in the HUD would be a very good start.


  • @Well_Placed_HexTotem said:

    Yikes, what a bad take. There have been so many buffs for solo players. It’s getting to the point that solo will be just as strong as SWF and that’s when this game will be in real trouble.

    But you’re comparing a fast paced FPS with an asymmetrical horror game. It’s like saying “hey in NFS Heat I can take this corner at 200mph no problem! Why do I lose control and slam into a wall and wreck my car in Forza Motorsports??” and even that is a less ridiculous comparison because at least my comparison is using two games of the same genre.

    Solo is as strong as SWF? I had a good laugh, thanks. Next joke please.

  • Solo survivors die way too often. Apart from buffing Kindred, what other changes do you plan to buff solo?

  • It's actually somewhat useful for solo now.

    It's still a pity that solo survivors must waste a perk slot for something that SWF with comms have built-in though.

  • @TheCrookedMan said:

    I prefer the plan to buff solo survivors to that level and then balance killers accordingly. Buff>Nerf.

    That's the right way.

  • Well, the problem with this idea is that some people don't care about BP at all. They might have everything they need or they are just not playing for BP.

    But yes, solo survivors and killers need some kind of solution for SWF, but it needs to be more universal.

  • That's good to hear. Leaving the game at any point should result in a penalty, because for some people deranking is a bless and can't be considered punishment.

    I would also remove suicides on hook. It screws up the game for other players.


  • @Peanits said:

    It would definitely be very interesting to see, although I doubt it would stop people from questioning the stats. I'm not very good at Hillbilly (only play one game with him every now and then ever since mid 2016), so naturally my stats are going to be lower than the average. That doesn't mean that the stats are wrong, that just means that I'm not as good as other Hillbilly players.

    Yes, it will never stop everyone from questioning stats, but some people are truly unaware of their real killrate/escape rate. And it will be easy to verify that personal in-game stats are accurate, so it will help to overcome psychological effects like selective perception/conformation bias (we tend to remember bad games).

    As a result it can greatly help to raise the acceptance of some painful, but necessary balance changes. I'm sure most players want DBD to stay a balanced game, even those who are questioning the stats now.

  • @ColgateAdvancedWhite said:

    I see people are still trying to find excuses until they get very deliberate data that supports their stance.

    Yes, and its funny to observe.

    "The stats don't show what toilet paper killers/survivors use, so they are inaccurate and meaningless!".

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/871361#Comment_871361

    Except it's actually more like 4.2 and 4.8. I understand the point you're trying to make, but you have to be careful with rounding numbers, especially if you're going to start multiplying them. That's a very good way to get hugely inflated and inaccurate data. If you're going to draw any conclusions like that, you should try to be as accurate as possible from the outset, and round off at the end if necessary.

    Well, ok, here we go.

    4-man SWF escape rate is ~0.488: http://prntscr.com/q2vkft

    solo escape rate is ~0.416: http://prntscr.com/q2vkmq

    Probability for all 4-man SWF team members to survive: 0.488^4 = 0,0567 (5.7%) Probability for all solo members in a solo team to survive: ‭0.416^4=0,0299 (3%). 5.7 / 3 = 1.9

    The probability for all 4 SWF members to survive is 1.9 times higher compared to a solo team.

    DEVs told us that the data from those stats was very inaccurate because of higher ranks, so actually it makes no sense to talk about this level of accuracy.

    What I want to depict is that those differences in escape rates for a single survivor accumulate for some cases and can have a much greater impact on the game than one might think. We don't even take into account the non-linear dependency of x man killed vs probability of the remaining members to survive. The chances for all solo members to survive will probably be even lower in reality compared to SWF, but it already goes way too far.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/871279#Comment_871279

    If he is asking about escape rates, that data has been published before. Of course, it may have changed since then, but probably not drastically.

    OP - If you're interested in the stats, SWF vs solo escape rates, as well as the general pervasiveness of SWF, can be found in this post: https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests#latest

    Just a side-note, to show the difference between solo and SWF on a special case.

    Based on those stats, if we round the escape rate for a solo survivor to 0.4 and for a survivor in a 4-man SWF team to 0.5, the probability for a killer to 4k against a 4-man SWF team is: 0.5 * 0.5 * 0.5 * 0.5 = 0.0625 (6.25%).

    The probability to 4k against a team that fully consists of solo players is: 0.6 * 0.6 * 0.6 * 0.6 = ‭0.1296‬ (13%).

    So, the probability to 4k against solo teams is 2 times as high as against a 4-man SWF team.

    And the probability for all 4 survivors to escape is 2.5 times higher for a 4-man SWF team compared to a solo team.

    It clearly shows the huge imbalance between solo and SWF. So, I'm glad more people started talking about this balance issue.


  • @Fibijean said:

    I'm not sure what you're asking with regards to the stats, but I believe the devs' plan, which they're already working on, is to gradually bring solo survivors up to the same level of information as SWF players get with voicecoms and then balance killers around that.

    He's probably asking about escape rates.

    It's about time that DEVs recognize this problem and I'm glad if they really started fixing the Solo-SWF balance, because it's the biggest issue in the game at the moment. All other balance problems are connected to it.

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/865905#Comment_865905

    We could look into that in the future. In the meantime, we did release some stats this morning: https://forum.deadbydaylight.com/en/discussion/106566/

    Can you please post solo-survivor escape rates too? Many survivors play solo and it's interesting to compare SWF vs solo performance.

  • @Endstille said:

    Sounds like a you problem.

    Blah blah blah. Sounds like you have been living under a rock for the last year.

    Really I wonder where have you been if you don't know that solo queue is ######### up badly, don't make yourself look like an idiot.

  • Level up: Rank 20 -> Rank 10

    Average kill rate for 47 games: 2.9k

    Initial state: https://imgur.com/CcKZ62t


    Game# - number of kills - (comments) - screen for proofs:

    1.  4k - https://imgur.com/SIEvbcP

    2.  2k - https://imgur.com/MxQrDhj

    3.  4k - https://imgur.com/k2XhtGN

    4.  4k - https://imgur.com/hWcneBQ

    5.  1k - https://imgur.com/z0rmsnk

    6.  3k (hatch escape) - https://imgur.com/mM9Mr2R

    7.  2k (2 man hatch escape) - https://imgur.com/p1z2IE0

    8.  4k (3 gens left) - https://imgur.com/F3pZxmj

    9.  2k - https://imgur.com/ZPHTxQj

    10. 4k (2 gens left) - https://imgur.com/TJOqdKe

    11. 4k (5 gens left) - https://imgur.com/GF5KrxA

    12. 4k (2 gens left) - https://imgur.com/pWzl4vO

    13. 4k (2 gens left) - https://imgur.com/hVYodBU

    14. 4k (2 gens left) - https://imgur.com/SNxtADD

    15. 4k (4 gens left) - https://imgur.com/vZLm9nN

    16. 4k (1 gen left) - https://imgur.com/VcKBlRS

    17. 4k (4 gens left) - https://imgur.com/NWaOOi6

    18. 3k (4 gens left, 1 hatch escape) - https://imgur.com/KinOW8e

    19. 4k (2 gens left) - https://imgur.com/L2kpaQZ

    20. 4k (all gens done) - https://imgur.com/qbLHISc

    21. 4k (3 gens left) - https://imgur.com/QxtYc3o

    22. 1k - https://imgur.com/d0wHz7S

    23. 4k (4 gens left) - https://imgur.com/OXQsrq6

    24. 0k - https://imgur.com/WO2D7jB

    25. 3k (3 gens left, 1 hatch escape) - https://imgur.com/tUWSVLs

    26. 4k (2 gens left) - https://imgur.com/4QOOuth

    27. 2k - https://imgur.com/8NTCY1G

    28. 4k (all gens done) - https://imgur.com/IDKehek

    29. 0k - https://imgur.com/nCaFp0x

    30. 0k - https://imgur.com/1AOVo8V

    31. 4k (5 gens left) - https://imgur.com/WW9qDGy

    32. 4k (4 gens left) - https://imgur.com/q8vwsEh

    33. 4k (4 gens left) - https://imgur.com/XgxGQPc

    34. 1k - https://imgur.com/Ak3XM77

    35. 4k (2 gens left) - https://imgur.com/oqDaEIl

    36. 3k (2 gens left, 1 hatch esape) - https://imgur.com/gvv9Z8Q

    37. 4k (4 gens left) - https://imgur.com/ZiViV7r

    38. 1k - https://imgur.com/7oCvvko

    39. 0k - https://imgur.com/rhy738j

    40. 3k (1 gen left, 1 hatch escape) - https://imgur.com/OH2vogo

    41. 2k (2 man hatch escape with key) - https://imgur.com/3r5XAnu

    42. 4k (2 gens left) - https://imgur.com/FaFQkuK

    43. 4k (4 gens left) - https://imgur.com/bASPFJn

    44. 2k (all gens done) - https://imgur.com/Chg9Gfz

    45. 3k (2 gens left, let 1 survivor escape) - https://imgur.com/aWSj3Jj

    46. 0k - https://imgur.com/sXk47NM

    47. 3k (1 gen left, 1 hatch escape) - https://imgur.com/V3hkHEY

  • @MadameCheshire said:

    Literally just had this happen to me. Killer shut the hatch, downed me, then proceeded to follow me around and spam his bell (he was playing wraith). This is very obviously an exploitation of a game play feature. if your last survivor and your downed id like the killer to just kill me so that I can jump into my next game. If survivors aren't allowed to hold the game hostage then killers shouldn't be allowed either whether there is a timer or not.

    I just had this too. Billy closed the Hatch, downed me and i had to wait 3 minutes while he was having fun riding on his chainsaw. And I have a feeling it will happen more and more often as soon as more killer realize how easy it is for them to exploit EGC.

    @Orion said:

    That's not taking the game hostage. Taking the game hostage means it's impossible for the trial to end.

    Any hostage situation ends sooner or later. The killer is taking the game hostage during EGC, because as a survivor in such a situation you can't do ANYTHING to end it, the last survivor and hence the game are being held hostage for that time, because both FULLY depends on the killer.

    It's funny how killers defend this situations by attacking the definition and ignoring the actual content of this thread and this exploit. And just a month ago killers were crying about similar situations in the game. Bunch of hypocrites.

  • @Acromio said:

    Git gud.

    Nice contribution.

    People posting this sh** in a balance feedback forum should just be banned from it.

  • BBQ is the biggest crutch in the game. It allows the killers to skip searching for survivors, especially for high mobility killers and start chasing them immediately. It also makes all the tracking and seeking perks useless. APART from that it gives a huge BP boost. AND it has no downsides at all. AND the killer can still camp as much as he wants if he decides to do so, doing so has no downsides.

    Camping shouldn't be fixed with a perk.

    Before someone writes about BBQ counters - they are all way too situational. Distortion only works 3 times. You don't always have a locker or a gen near you. Running back and forth half the map is ridiculous, annoying and wastes too much time.

  • Solo has been unplayable for almost a year.

  • Solo survivor is absolutely unplayable. The escape rate is about 15% and now it's almost impossible to pip. DEVs show us the middle figner, they don't seem to care at all.

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