Tsulan
Tsulan
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Yes, they need a strong buff to give them some alternatives to standing around.
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The game is balanced around low rank solo survivor gameplay getting 2 kills and 2 escapes.
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There are not enough killers around, that's why the matchmaking matches new players with high ranks.
It's not nice, but a feature to keep the queues relatively low.
May I suggest playing survivor instead? It's easier and not as frustrating.
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@Sluzzy said:
Playing a few games at red ranks has reminded me how overpowered killers can be. Doctor and overpowered Bubba with his 1-shot that lasts forever. Before I reached the third game, it was a slugging overpowered Huntress of course. You can’t play long without seeing Huntress because she is so overpowered with an unfair advantage. At one point, one was on the hook, another was slugged, I tried to make a save before they reached death stage and she played proxy camp and got me before I could make the save. 4 gens was still up and survivors are helpless.
Killers moan about that one loss, but there is no question 4K happens too much. A coordinated SWF is the only possible way to somewhat slowdown killrushers. But most SWF don’t win either. Killers have been buffed too much and survivors nerfed too much. Way too many tracking and gen perks making it too easy for killers.
A mid-chapter buffing survivors and survivor perks like they gave tinkerer would be a refreshing change. Where is the survivor’s NOED? It doesn’t exist. Constantly nerfing survivors and buffing killers is making the game unfun.
It needs to be looked into how much killers win.
Survivor NOED exists. Its called: Adrenaline.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2050081#Comment_2050081
Well, another option is that old Moris had a significant impact when used, but weren't used frequently enough to move the needle too much on the aggregate (and certainly not far enough to necessitate other buffs, given that killers overperform at red rank). I think this is probably the most likely option. Personally I'd expect kill rates are a few ticks lower now because of the Mori nerf, but still far north of 50% at red rank. There's no way that Undying's nerf and Moris are going to singlehandedly save anywhere close to one survivor in five. Moris were obviously gutted, but Undying's still very good. It's still solid with Tinkerer & Ruin and it's even better than it used to be with non-Ruin hexes like Devour.
I would love to see new numbers too, but the kill rate at red rank has been close to 70% for years all while many folks on the forum have complained about survivors being OP at red rank. If the game were heavily survivor-sided at red rank the kill rate would have to be like half of what it has been.
Again, high skill matches might not follow the same trend so proper skill-based matchmaking could well change some things. It's undeniable that killers have consistently overperformed at high rank, though. ~70% kill rates in a world where the hatch always opens for the last survivor regardless of gen progress is extremely high.
Well going from the feedback the forum received when the mori nerf launched, it was hard to believe that moris were not omnipresent in every single match. At least some people made it sound like that.
What most people forget about the high red rank kill rates is, that for one, survivors love to suicide on hook, when the match doesn´t go their way (dooming the rest of the team) and two, rainbow matches. Red rank killers that get matched with literally everything.
I guess we´ll need to wait for the MMR to launch, to see how it really goes. But then again, if the MMR works properly, it might mask the issues by matching people in the desired outcome of 2 escapes, 2 dead.
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@th3 said:
https://forum.deadbydaylight.com/en/discussion/comment/2049991#Comment_2049991
This is not merely on days when people would be working. This is consistent over the past year I’ve played. Besides not every job is a normal 9-5. If you meant something else from this please tell me because I think I missed it.
https://forum.deadbydaylight.com/en/discussion/comment/2050009#Comment_2050009
While yes you are inheriting a concurrently larger number of players for both sides which queue it also exposes a larger number of matchmaking requests to each other. A point of clarification is that they most likely won’t merge the separate continents together for queues to preserve latency goals for matches. It has nothing to do with a perfect ratio since realistically you will never have the entire player base in a region queueing at the exact same time.
What really matters are the queue times during prime time. When people come home from work and want to play.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2049930#Comment_2049930
Your personal experience may be different, but on the aggregate ~70% of survivors do not survive the trial at red rank. Some people feel that's because it's easy to pip as survivor and there are lots of boosted players, but that's irrelevant. At high rank the game is clearly not survivor sided. At high skill the answer could be different, but we don't have the data to say. That data won't even exist until MMR is stable.
FWIW, gens will always go faster at the beginning on matches, so choosing to focus on gen progress during the first chase will always make survivors look OP regardless of actual game balance. Read my reply to Pulsar if you're curious.
If three gens are down before a killer gets their first down, the killer deserves to lose. That means they're not able to down their first survivor for ~80-100 seconds, if survivors are splitting up and sticking to gens. That is a very poor chase at a time in the match where you absolutely cannot afford to have a poor chase.
The 70% kill rate is from before the Undying and Mori nerf.
We need new stats in that regard. Moris are completely gone and i´d like to see the current stats without them. Either moris had such an high impact on the kill rate, that it deserved the nerf. In which case killers need a buff. Or it didn´t had an impact at all. If thats the case, why nerf it?
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2050000#Comment_2050000
Well technically it can happen, how often does it happen also matters because technically you can down all 4 Survivors in 20 seconds with Leatherface but that doesnt mean we should balance anything about the most extreme cases that happen once, when the planets align themselves.
As a matter of fact I remember a clip in Reddit where a Leatherface downed all 4 survivors 15 seconds into the game in Haddonfield, so we should nerf Leatherface and buff Haddonfield since technically it can happen and lets be honest, is not very balanced, im right? (well it is, because that happens almost never).
If you get all the gens poped in 2 minutes yes, its your fault, the only way to let a genrush squad to get the gens in 2 minutes is by standing still, even if they spawn together, pop all BNP they still have to traverse the map onto the next gen, 1 gen with 4 people with Prove Thyself takes 25 seconds, 4 gens take 100 seconds, assuming you teleport to them after each gen gets done, the first one with 4 BNPs would take rougly 10 seconds, thats 110 seconds, assuming everyone spawmed together on a 4 slot gen and after finishing it they teleported to the next 4 slot gen and onto the next etc, lets shave some time and add Streetwise and the toolboxes, you still have to traverse the map.
Its simple not possible, if they split then gens go in 70 seconds with the toolbox yet they still have to traverse the map and they already used 10 seconds into the frist gen, assuming they all spawmed one click away and it was a 4 slot one, gens dont spawn so close and then you can intercept people around.
Genrushes do happen and they are fast but a 2 minute gen rush? I call lies.
2:34 minutes is possible. There was a video about it. But since it doesn´t happen often, its not a problem for the devs.
People often forget that the killer has to play reactive. He has to react to how survivors play. If they don´t make errors (failing skill checks, 3 genning themselves), then there are very slim chances for the killer to win.
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@OBX said:
https://forum.deadbydaylight.com/en/discussion/comment/2049991#Comment_2049991
And also (at least here in the states) the kiddos are in school.
Kids shouldn´t play this game (i know they do, but they shouldn´t).
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2049951#Comment_2049951
Yeah,i remember that video too.
But honestly,how often does that even happen?
I definetely can't remember if i ever faced a real genrush squad even though i play a LOT of killer
Doesn´t matter how often it does happen, if it CAN happen. Thats why i don´t get all the other people, that make condescending comments about the killer being afk. It happens and its not the killers fault.
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@th3 said:
I wonder why if less players are playing killer I get instant matches as a survivor in the morning. There's no indicator at any level that dbd is dying or losing players. The real issue is the distribution of players. There are too many survivors queued up at night and not enough killers, just like there are too many killers in the morning and not enough survivors. They've talked about combining matchmaking pools which will mean you get matched across a wider region rather than just (US east) or (US west) players only.
But I digress.
Wait a minute. Are you really asking, why you get instant survivor matches in the morning, during a work day?
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@OniWantsYourMacaroni said:
https://forum.deadbydaylight.com/en/discussion/comment/2049914#Comment_2049914
Gens can't even get repaired THAT fast other than maybe a real genrush squad with Prove Thyself,Built to Last,Streetwise,Commodious Toolbox + extra charges and BNP
So they actually CAN be repaired that fast. I remember a video from a streamer where it took 2:34 for all gens.
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/2049417#Comment_2049417
Red rank kill rate has been ~70% for the past few years. Whether the highest skill survivors have an advantage over the highest skill killers is an open question, but at red ranks the game is clearly not survivor sided.
On red ranks the game is as survivor sided as it gets. Most of the matches 3 gens are completed by the time the killer gets his first down.
At least, thats how my solo survivor matches go.
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@Omans said:
https://forum.deadbydaylight.com/en/discussion/comment/2049651#Comment_2049651
Nope...only one streamer you watch knows how to play the Twins effectively. Watch a few Korean streams and you'll see the Twins being played effectively. 4 Gen slowdown perks and slug slug slug. It is about as much fun as going against the ring add on spirit.
They are a competitively viable killer.
Did you watch them during the MMR test?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2049414#Comment_2049414
Tbh in their current form they are quite strong just miserable to play against
There is only 1 streamer who is strong with them and he had a horrible experience when they turned the MMR on. So once it´s permanently on, people might change their opinion on regard of that.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2049616#Comment_2049616
I guess that would explain Insidious being a thing. But many things that were intended as features have since been removed. Remember old sabo? That was also a terribly unfun feature that was eventually reworked.
Yeah, things might change. Sadly, we are kept in the dark about such things and don´t get more than "yeah we are working on something" when asked about anything.
The new sabo is pretty strong, even though, we barely see players using it.
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@Moundshroud said:
https://forum.deadbydaylight.com/en/discussion/comment/2048220#Comment_2048220
Yep. Back when this was a discussion, I said "be careful what you wish for." The issue is that Generators go too fast; that has been the problem for a long time. Undying + Ruin helped mitigate it and thus Killers (on the whole) were more willing to go out and hunt and create more pressure. That ended abruptly and now many Killers have simply gone back to the most straightforward tactic they know, i.e. the only reliable one. They reduce a 4v1 to a 3v1 as rapidly as possible. It was predictable.
A larger issue, and this one does belong to the DEV, is that fixing the Meta with Perks is never a good idea. The base regression speed of Generators is going to have to be adjusted. It is too slow. I'm not saying it should be Ruin fast (that is what Ruin is for) but it has to be at least half as fast as Level-1 Ruin to make it worth kicking Generators and help with map pressure. What comes base has to be balanced before Perks.
The other issue is SWF. I realize I'm a broken record when it comes to this issue, but the game cannot even start to get balanced correctly when Solo and SWF are so fundamentally different. SWF is going to have to go to its own Que, or to avoid that, Killers will automatically get a 5th Perk Slot opened when they go against a team with 3+ SWF. It should just kick in automatically. This extra Perk will exist to help offset the power of the SWF's 5th Perk (Comms). If this alone doesn't solve the issue, an extra Generator needing to be powered could be added as well.
Personally, I think BEhavior is missing out on some huge monetary options here by not making SWF its own thing. Think of all the unique, custom cosmetics they could sell to groups that want team jackets, hats, shirts, or tattoos. Think of all the monetary streams that they could make from dues from those teams who do want to get into competitive tournaments and follow that format. It is money being left on the table. All that aside, the balance issue is getting worse. This is another thing I predicted, and sadly I've not been wrong. I had hoped I would be.
I agree. But i think the MMR will take care of SWF. They´ll get non stop matches against the same strong killers. Just as it was seen during the MMR test.
Now regarding the Tournaments, i think they plan something on that behalf. Since the questionaire was asking if we would enjoy buying fan gear of our favorite team, what kind of things like shirts or cups, etc we prefer and so on.
The devs really need to give us more information on what is planned exactly. It would be great, if they balance around competitive tournaments.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2049575#Comment_2049575
Toward endgame. true, however, some killers will camp regardless. Tunnelling and camping should absolutely be discouraged by any means necessary. They provide a horrible experience for the receiving survivor. What happens when this survivor, who has been tunnelled and camped nonstop, becomes more proficient? They begin playing in a toxic manner, with little regard for the killers experience, and go all the way to teabag town. Then what happens to the next killer who comes against these survivors and gets bullied match after match? He breaks out the iri head huntress and goes straight to tunnel and camp.
BM breeds BM, its a downward spiral for the whole community, the antics of a few bad players end up having a chain reaction which just makes a less pleasant playing experience for everyone. Surely better to nip it in the bud and make these approaches non-viable playstyles? And yes, that includes being able to slam out all 5 generators in 5 minutes.
Camping was originally a intended gameplay feature. So i doubt, the devs will take that one away.
But i agree on the BM.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2049541#Comment_2049541
That is pretty much the opposite, it pauses progress whilst the survivor is near the hook with no regard to the killers location. I'd rather see progress paused indefinitely whilst the killer is near the hook, but not in chase to prevent hook camping and also being abused by survivors running killer around the hook.
But just an idea, no doubt even that would be littered with issues.
The problem that is more pressing right now is, that killers struggle with the gen speed. Once killers don´t lose 3 gens by the first hook, they won´t feel so pressured or cornered and won´t feel the need to "secure that one kill".
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2049555#Comment_2049555
I wasn't talking about you lol
Oh, my bad. Nevermind then 😅
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@Orion said:
https://forum.deadbydaylight.com/en/discussion/comment/2049541#Comment_2049541
Great perk to replace DS, since apparently DS will now be useless, if some users are to be believed.
Despite all the people claiming, that it will be useless. I highly doubt, that the number of DS users will decrease. Maybe some cocky streamers will stop using it, as they won´t be able to do their tricks with DS. But apart from that, business as usual. Since it will still protect against getting tunneled and still works great for late hook rescues.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2047892#Comment_2047892
I'm really starting to think this guy is a troll who probably spends far too much time on this forums. These no sense posts are so cringy.
My answer was sarcasm. I thought this was obvious.
Every day i see between 2 and 3 new threads, where survivors complain about not finding matches, having long queues, matchmaking not working, etc.
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@Harold_Shipman said:
https://forum.deadbydaylight.com/en/discussion/comment/2048213#Comment_2048213
Stop hook progress while killer is around the hook and not in a chase?
We already have that as a survivor perk: Camaraderie.
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@Slickstyles said:
The Twins definitely need to be tweaked somehow because the way that they can be played right now is downright degenerate. Arguably, there's more "counterplay" to spirit than there is to Victor.
Wait what? Twins stronger than Spirit? Are you kidding?
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If you think killers are OP, then please, play killer.
There´s a reason why survivors have long queues and it´s not because killers are OP.
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Twins need a whole rework. When their only power is to stand around, then thats not really a power.
They need lots of buffs to be playable beyond that.
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At this point, i´m not even expecting 4 hooks before the gates are powered.
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@Woot1234 said:
https://forum.deadbydaylight.com/en/discussion/comment/1970591#Comment_1970591
Just now found it again. Should go straight to 7:44 when it occurs.
Thank you very much!
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@SnakeSound222 said:
Probably during the 5th anniversary, considering that's one of the occasions they want to go all out for. They seem to be really scared of BP events though so there's a chance they might not even do one then.
We'll get a cake offering that gives 105% bonus. With a chance of being bugged like the last one.
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Everyone loves the double and (once) triple bloodpoint events.
That's why instead they're holding events where you can find bonus bloodpoint offerings in the blood web, and only use them during a certain time.
Makes sense, doesn't it?
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@Tillablerhino44 said:
But again devsi s chasing away his fan base.
If killers that camp lost two pips every time they camped,they would go back to yellow ranks were they belong. I hate campers. There a waste of time and it takes forever to get ques for survivors at night.
It is easily preventable make it like make your choice were a killer can't come with so many meters of hook untill survivor is rescued.
But this game was not made for us ask your self why everytime another killer comes out they don't advertise the survivor . There always n the background we are here to be bullied and that's how behavior wants it.
Survivors have long queues, because there are not enough killers around and your solution is to nerf and punish killers?
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@rickyray101 said:
Camp and tunnel is all killers do now. Something needs to be done to discourage this gameplay or else this game is finished. Players should not pip up in rank if that's all that they are doing. Devs go back to the drawing board and fix it. Leatherface is the worst and with the new map layout you can't get away from him.
What did survivors expect?
Killers used Undying Ruin to apply pressure. They didn´t tunnel. They didn´t camp. Instead they injured as many survivors as possible and pushed them away from the gens.
Survivors didn´t like that playstyle, so Undying was nerfed hard. Now killers are back to camp&tunnel.
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@Johanatan_Luise said:
https://forum.deadbydaylight.com/en/discussion/comment/2047813#Comment_2047813
no they can solve it very easily, they just don't want solve it
just stop the hook progression if killer is camping, very easy
they just don't want to do it, this game is broken mate
Devs tried that years ago. Survivors abused it by running the killer around the hook. Thats why we don´t have this mechanic in the game.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2047545#Comment_2047545
Ideally it should not happen, this is true. But you cannot hand hold everyone, if someone has still problems playing Killer, they should really consider to git gud. Killer got so much easier, IMO it is a little bit too easy now.
And you will always have people asking for more and more.
Really? Killer is to easy now? That explains why everyone wants to play killer and killers have 10 minute queues!
Oh wait...
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@HexSoLonely said:
https://forum.deadbydaylight.com/en/discussion/comment/2039631#Comment_2039631
Would you also like the perk to deactivate when the survivor breathes too? Jumping into a locker is not progressing the game in any way. Sounds like you just want to be able to tunnel someone to death with zero counterplay. If you get hit with DS after this latest nerf, you were 100% tunneling, no questions asked. You shouldn't be able to just say "no" to DS 100% of the time with that much consistency. The perk exists for a reason. If locker DS was also removed, there would be ZERO way to prevent a killer tunneling you. (Yes, it is still tunneling if you down them immediately and then slug the DS out...) No killer would ever have to worry about being punished for tunneling because they can just slug. You sound so damn entitled. The numerous nerfs this perk has received and you're still whining.
You wrote buffs wrong.
The numerous buffs this perk has received.
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@Mandy said:
We don't have a date yet for when it will be permanently implemented. The last test was to get data on how it was working, and it's being taken from there.
Do you have any info on how the test went? When it was first released, it performed terrible. But the last time seemed good.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2047318#Comment_2047318
their = OP.
I play games long enough to know that players like to blame everything but themselves on their losses.
So again, when those killers i play against all lose. Is it:
- because they are all bad
- because i´m so good (lol)
- because the gen speeds are off
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@HectorBrando said:
Are they really 3-4 minute games? because people tend to miss-gauge how long trials last, especially Killers, they are usually longer than what you feel.
If they are really that short and you are having a lot of them either you must be the unluckiest person in the comunity (genrush squads are not THAT common, I may get 1 every 20 games), you are playing with an extremely busted build (you cant expect to win easily using something lke Monstrous+Beast of Prey+Mad Grit+Distressing) or you are not very good, climbed the ranks by stomping Solo queue potatos and now you have to face the veterans and must relearn the game.
I started to count the hooks. Usually 3 gens are done by the first hook. All gens done by the third hook.
The hook counter really helps with that.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/2047301#Comment_2047301
If it happens often, it is more likely to be their fault.
So following your logic, i´m the reason (red rank solo survivor) for the countless killers that get gen rushed while playing against me.
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While i also can´t wait for it to come back, what do you exactly mean with the matchmaking being horrible for survivors?
Do you mean the queues? If yes, than thats unlikely to change with the new MMR.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2047126#Comment_2047126
had a match as a green rank killer against red ranks last night and they did all this to me. the survivor I killed was a rank 1 so in a way that felt like a win. I just don't know why survivors feel that it's okay to bully killers like that???
Holding m1 gets boring. So people apparently spice it up by bullying.
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Survivor queues take longer than the matches and people still try to blame killers for not being skilled enough.
When there is a simple issue of gens going to fast. Applying pressure worked with Undying Ruin. But survivors didn't enjoy that and here we are.
How much longer do survivor queues need to get, before someone will admit that killer isn't fun with those gen speeds?
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2047149#Comment_2047149
I have seen survivors be dicks to each other especially because i only play solo.
Most the time it’s actually dependent on the killer being used. If it’s a spirit it’s “GG EZ” or “Trash player” but when I play billy all I get is “GG WP” or “Thx for playing billy”. Keep in mind I usually 2-3k these matches
Well billys are rare these days. Like really rare. Some people appreciate that.
I also play solo only and i´ve seen everything.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2047126#Comment_2047126
Rarely because most of the people who play toxic are trash and don’t make it to endgame
When they play against a low rank killer, they´ll make it to the endgame or BM before that.
Seen a lot of that. Even survivors that BM to other survivors, because reasons.
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@HectorBrando said:
https://forum.deadbydaylight.com/en/discussion/comment/2046827#Comment_2046827
No Way Out doesnt work with EGC for it requires for the 5º gen to be repaired not Exit Gates to be activated, it works like Rancor or at least thats what the description says, I havent tested it but the wording is especific "When the last Generator is repaired".
Remeber Me is almost never used, whoever camps the Hatch or Exit Gates will benefit from camping them almost always instead of trying to fix 2 gens which is almost always imposible just for the fear of facing 1 very rare perk, I cant remember the last time I saw that perk (no pun intended).
A case could be made for 1 gen at 0% because if the Killer is dumb you can actually manage to distract him for 80 seconds but once there are 2 people left and you have to fix more than 60 seconds of a gen is usually a 3K minimum and a lot of people decide its every Survivor for themselves.
In any case, removing the Hatch doesnt fix Survivors camping the exit nor Killers slugging, not having any kind of exit mechanic would create the problem of having to find the last super inmersed Survivor and that can take A LOT of time, having that mechanic is the lesser evil, sometimes people escape and dont deserve it? who cares, its just a game, Id rather have 3K half of my matches than having to waste 30 minutes trying to find the last person because he decided to win by forcing me to DC every once in a while. And before it gets suggested, killing the 4º Survivor when the 3º dies is a bad idea, it cuts Killer objectives to 9, would encourage ignoring one person entirely and camping the second and last person, it would be awful and after such thing gets implemented kill ratios would increase so much that a roll of nerfs for almost every Killer would come soon after.
It all boils down to 1 suvivor being able to keep the killer busy while the other one can progress gens (if he wants). I´ve seen quite a amout of matches that only went down, because someone rage quit.
Good point on the kill rates. We need to see the current stats. I´m having a feeling that we have now far fewer kills than we had before the mori and undying nerf. But thats a totally different topic.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2046846#Comment_2046846
Can’t say that’s my experience. Maybe SWF but in solos most people are actually quite nice to the lower rank killer
No flashlight clicking and teabagging at the exit gate in your matches?
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I agree with @Pulsar on all points.
But what really prevents this game from hitting 100k players is:
- the unbearable grind (new players need years to unlock all the perks they want)
- the frustration (new players won´t stay around, when they get matched against players that have 2k+ hours)
- the monotony (we desperately need more objectives like gas cans, that could fit in with the new items)
- the queue (survivor queues are to long. The reason behind this needs to be fixed. Means buffs for killers.)
Bonus:
- no one knows where the game is heading. Lately the communication has been really bad. There is no Road Map, nothing we can look foward to. I think, this also prevents that the playerbase increases. As veterans are leaving.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2046848#Comment_2046848
Disagree.
Every map (and reworked map besides Badham) after Hawkins has had good totem spots.
Yeah no. Totems spawn now next to gens, out in the open or on top of the hill. I have to agree with @Warcrafter4. It looks like the devs want totems to be easily found. Which is just a move to appease all the survivors that complained about having to do a additional objective, when Undying was actually a nice perk.
Now they can ignore totems. Because they are no threat anymore and only push gens because "there is nothing else to do".
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2046836#Comment_2046836
To be fair, they are better than what they used to be.
How much better is up for debate though.
Better for survivors. Easier to find.
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There are not enough killers around. So the matchmaking tries to compensate long queues by matching experienced survivors with new killers.
Survivors notice the difference and start to BM the killers.
This results in even lesser killers. Because no one wants to be bullied.