Tsulan
Tsulan
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363521#Comment_3363521
More effective at killing = deserves to be matched against players who are more effective at surviving.
It's not about skill, and it's not about reward. MMR isn't a prize, or an indication of skill, it's a reflection of how often you win.
Thats why i said the system needs to change. Under a previous rank system, just getting 4 kills without any chases, wouldn´t be considered a win. It would have even been a depip.
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@C3Tooth said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363417#Comment_3363417
I would not say current MMR is "skill based", but "try hard based".
That Bubba tried hard deserved to increase MMR and play against better survivors.
I see no reason why Bubba should get easier team after that match.
Basement Bubba isn´t exactly try harding.
Why would he deserve to be matched against better players? Standing around isn´t exactly skilled. While it may not be the optimal, i think it might get boring fast for those Bubba players to only face "low mmr" players.
At least i would get bored fast.
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@Seraphor said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3363311#Comment_3363311
While looking at a hook-to-kill ratio could potentially be a better metric, it falls apart on killers that can bypass hooks.
Myers, Pyramid Head and particularly Onryo.
Scoring condemned mori's instead of 3 hooks is not failing, you're stilling winning the game.
While yes, this also means that a basement Bubba is considered more skilled with 3 hooks and deaths than a Nemesis with 8 hooks and 0 deaths.
Current evaluation system needs to change. It needs to take the killers power into consideration but also shouldn´t just track kills.
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If it wasn´t for posts like this one, i would have totally missed that the new chapter is releasing today.
In other words, i´m not really looking forward to it.
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I think the problem is, that the devs base their balance decisions solely on kill rates and not hooks. So on paper the killers look stong.
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I know, i´m probably beating a dead horse, but camping and tunneling won´t go away as long as you try to treat them for one side only.
When you encounter a regressing gen at 90% and the killer is nearby. Do you leave for a fresh one or do you wait until the killer leaves to finish it off?
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???
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He needs a buff that allows for different playstyles. Not a nerf because of being annoying.
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Only way to solve tunneling is to buff anti tunneling perks while also buffing gen slowdown perks. Increasing gen time while also nerfing slowdown perks heavily was a mistake that should be corrected.
Killers feel forced to tunnel someone out asap, because gens go so fast.
Gens go so fast, because survivors feel forced to complete them before the killer tunneled someone out.
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@Kerkvlerk said:
@TheSubstitute Maybe the matchmaking broke i don't know it feels very different now at least, in a few days it may even out again .
@Tsulan Tbh im really not at high mmr, or so i think... Like i said im not stomping on teams i always try to go for 2 hooks before i actually kill someone and my kills are always between 1 - 3 sometimes 4 but it should even out. i always try to watch profiles of the survivors and if they have like 50 hours i chase them, down them, but in the end i let them run out and tell them where they can improve if they respond in endgame chat.
Personal mmr should be visible. So people could see where they are at. I really don´t get why we don´t have something like LoL. Where you always know which rank you are.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3358349#Comment_3358349
There is no such thing like high MMR. Sure, it is nice that some people can write it in their Stream Title, but high MMR does not exist.
@Topic:
The thing with MMR is that it prioritizes Queue Times over Matchmaking. So in order to speed up the matchmaking, MMR is pretty vague (let alone that Kills/Escape is no good indication of Skill to begin with).
So you can have back to back matches with literal Baby Survivors/Killers followed by matches were you think you joined some tournament.
Like, today I went against a Huntress with around 300 hours (I have over 8000 hours) who was not really good with Huntress. Was P0 as well. However, yesterday I went against the Top Blight-Player when it comes to Lethal Rush-Downs... And nobody can tell me that I dropped from "high MMR" to a very low MMR in one day.
I mean, there is a soft cap, where all the streamers are playing. Otz explained it some time ago pretty nicely. How depending on availability, players of higher mmr brackets got matched against players of lower mmr brackets. Simply to give both sides faster queues.
Having a jump in the skill set of the players you face usually means that you are getting matched with a different mmr bracket.
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Welcome to high mmr. Enjoy your stay.
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@meg_solos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356946#Comment_3356946
So again you're trying to punish solo queue for swf issues? And why did you move over to talking about swf when this thread was about solo queue?
Because you claimed that killers can´t accidentally tunnel. But they can. Sure, most of the time its not accidental. BUT it happens. Especially when survivors wear matching outfits. Even big streamers have matches where they go on like "wait, he was on death hook?!"
The point is, that a killer who starts a match with the mindset of tunneling someone out, will tunnel no matter the information he is given. Survivors have a overload of information and killers get starved on critical information.
That doesn´t seem fair.
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I have 63 pages of "friendly" comments on my steam profile. Some people even come back and occasionally leave a heartwarming message about how i play, when i haven´t played in months.
On a more serious note, many years ago, i faced an impressive looper as Billy. After the match i sended him a friend request and we played together for a year or so, before the game broke him. He completely stopped playing DbD (alongside every RL friend i´ve introduced to DbD). Since then i´ve been playing solo.
Does this count as making friends on DbD?
Buuut, i´m totally open to friend requests (preferably EU) and playing together. It just seems that our community isn´t exactly welcoming these days.
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Nemesis: hold my Licker Tongue...
Back to topic, Freddy needs a whole rework. Preferably a reversal to his original concept with buffs/QoL changes.
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Correct. We just need more alternatives to DH. Which is in a pretty good spot right now, but has little competition. Buffing other exhaustion perks would change that.
Meta perks shouldn´t be nerfed per se. Non meta perks should be buffed to be on par and offer alternatives. More choice means a variety in loadouts. Kinda like that first month after the meta shake up. Where streamers tested and showed new wild builds. That time was very exciting for me and i hope for more of that in the future.
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@meg_solos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356545#Comment_3356545
The new chase mechanic literally helped against this even the devs mentioned it themselves. You're just talking bc you can tap.
How exactly is the chase mechanic helping in that regard when the killer can´t see which survivors (Megs) he has already hooked?
Megheads often try to confuse the killer by constantly crossing path while already in a chase, body blocking, etc. Chase indicator lits up for all of them. How is the killer supposed to keep track on who he hooked? Hell, i know survivors that lose track on who was hooked if they don´t look at the counter.
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@Yippiekiyah said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355715#Comment_3355715
No exhaustion need a nerf not a buff, there's not a meta build that wouldnt have an exhaustion perk in it. OP exhaustion perks are one of the main reason killers have to run 4 slowdowns to keep up. Personally i would change the cooldown from 40 to 60-80 secs.
Exhaustion perks contribute but are not the root cause of this. Nerfing them wouldn´t solve this issue.
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@meg_solos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3356054#Comment_3356054
LMAO it would do the exact opposite you're saying. A killer isn't going to pick a survivor on no hooks over a survivor on death hook to chase you're just saying stupid things now. Im so done w you. "accidental tunneling" LMAOOO
So you have never played against a group of Megheads with the same outfit and didn´t know which one you hooked?
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@meg_solos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355657#Comment_3355657
I guess wiggle progress could work and hook stages per survivors would just help increase tunneling issues by a landslide. Because that's should've been info that survivors should've always had being able to know. And to answer why it would be too much value is bc the killer would know right away what gen is being worked on and if its high priority. Basically being a free lethal pursuer and you'll have constant info of where survivors are.
Which is bad because...?
Btw a killer who wants to tunnel, will tunnel no matter what. Having a survivor specific hook counter would prevent "accidental" tunneling. I often kill survivors thinking that they are on their second hook.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355664#Comment_3355664
Yes, it is. Any time someone manages to wriggle off, it's because the killer doesn't know the wiggle progress. Giving them that would make wiggling fully and completely pointless instead of just mostly pointless.
Or and hear me out. Killers would change their route on the way to the hook, based on how much progress the survivor has. Choose a different (scourge) hook instead.
For example, Iron Grip and Agitation only see value in very specific builds (mostly basement based ones). Actually being able to see how they impact the progress bar on the way to the hook, could make them more appealing for other builds. Basekit Unbreakable is coming (soonish or something like that). So dropping the survivors when not being able to reach any hook doesn´t seem such a bad thing, when survivors can just pick themselves up.
Whenever i use Iron Grip, Agitation and/or Mad Grit. The progress of the survivor on my shoulder is a wild guess. Having a progress bar would be a real QoL change.
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@Witchubtet said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355715#Comment_3355715
I do believe in your statement but I would like to add that if they also buffed the exhausted giving killer perks a little more maybe it can even itself out.
Oh definetly. The perks could see more value by also getting a buff.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355689#Comment_3355689
I'd argue that it going from being used over 75% of the time to 1-2 per match (the current stats I've seen flying around is ~40% but I don't know the source nor the accuracy of them, so do take it with a grain of salt, but at least my own experience lines up with that) is a pretty good improvement. Moreover, going from literally uncounterable in every situation to certain is another improvement.
And, what did you expect? With Endurance stacking gone, OTR lost most of it's relevancy, DS was gutted, SC was gutted, IQ was gutted- DH is literally the best perk survivors have, next to UB, Adrenaline, and SB (which can't be used with DH). Obviously it'd see the most useage when it's the best by a long shot, which I think should be an incentive to buff weaker perks instead of just nerfing the most used perks for the sake of nerfing them.
I'm not against further changes to DH, because it absolutely sucks to play against, but can we stop pretending that the nerf did nothing, and that it wasn't a nerf, because it absolutely was and removing DH4D was absolutely phenomenal.
Honestly i think the best approach to the Endurance stacking would have been to introduce a different health state for freshly unhooked survivors. So that OTR still is effective after the freshly unhooked survivor gets hit. But without requiring 5 hits to down him.
On regard of DH, i think that something needs to change. Because lets face it, any killer perk with that pick rate would have been nerfed into oblivion after just a few months. DH however seems to be immune to this approach. Is it more balanced now than before? Absolutely. But the meta shake up missed its target in the regard that survivors should also use other perks.
So with DH being in a pretty good spot, the only option i see (without nerfing DH into oblivion) is to buff other Exhaustion perks to make them more appealing.
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@GoodBoyKaru said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355677#Comment_3355677
Tbh with Thana, they nerfed it in an awful way. Plague and Legion were the problem, so instead of changing it in a way that would be beneficial on other killers and less so on them (for example, 10% for 1 injured, 5% for the next, 3% for the third, 2% for the fourth, for a maximum of 20%) they instead made it useless on everyone except for Plague and Legion, the 2 killers who can consistently get the full 20%.
Since both Legion and Plague apply different status effects than normal killers, a "has only 50% effectiveness on broken and mending survivors" would have done the trick. It would be still beneficial for every killer equally.
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@legacycolt said:
First killer got a lot of baseline buffs, now it’s survivors turn. Why is this so hard to understand?
Only difference is, that the baseline buffs for survivors were much more impactful.
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Why do people still want that the devs remove killers? Isn´t more variety better than less variety?
I´m still waiting for the new Nurse stats, because every Nurse i´ve seen since her rework was kinda meh.
Perks having synergy on certain killers shouldn´t hold back the devs. People complained about Thana, because of Legion and now no one uses Thana. People complained about BBQ on Nurse and Blight (one of the most healthy perks for the game btw) and now no one uses it anymore.
So removing a killer in the hope of getting better perks is a terrible idea. Because at the end, people will complain just because they had a bad match.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3355657#Comment_3355657
Absolutely no wiggle progress bar, killers would just drop you and leave you slugged if they -knew- they couldn't make it to a hook anymore.
Which is so much different than what they are doing currently...
Oh wait...
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@meg_solos said:
What would you give killers then hmm? Giving them visual indications of survivors healing or doing gens would give them way too much value. Plus survivors only got things that show what their teammates are doing.
Wiggle progress bar and hook stages per survivor instead of the vague counter would be a start for QoL HUD changes for killers.
Also, why would the gen progress be to much value for the killer, but not for survivors?
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While i would sometimes also like to have more detailed stats. The truth is simply, that people would draw (false) conclusions from them.
For example, i saw a streamer playing Bubba who struggled playing a streamer SWF squad. But ended up getting a 4k, not because he played better, but because they were to cocky. Comments were full of "yeah he got 4k so he shouldn´t complain". Which is exactly what i would expect as answers to more stats.
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@Dwight_Fairfield said:
Jump scare Mikey on an indoor map.
There are exactly 2 reactions to jump scare myers.
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Could we... like buff C-Tier killers first, before discussing nerfing them any further, please?
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@fussy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345695#Comment_3345695
DC in every match and stupid randoms plays live in actions
Those don´t go into the kill rate.
The 55% was about killing 11 out of 20 survivors
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@jajay119 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347474#Comment_3347474
Yes I'm starting to think the increase in some gens being ridiculously close together wasn't a bug after all - especially as they haven't acknowledged or fixed it yet, to my knowledge.
I had a match on fractured cowshed yesterday with one gen in a cluster of items close to one of the small hills , one by the slope of the hill and one just outside the shack (right next to the hill). It's a good job the killer was overly dedicated to chases because if they'd realised how easy that area was we would never have got anything done.
Even 2 gens are getting overbearing in some ways. I had a match recently on Yamaoka Estate - Main residence with Legion. One gen was in the middle of the map, one was in the far corner of the map (it tool about 10 seconds to run between the two as survivor). There were three of us left with 2 gens and it took us about 15 minutes to get one of them done because she had call of brine and with the time taken to mend/heal a lot of progress is lost - even then that was with me getting bored and overcomitting because I knew I had Adrenaline. But this shouldn't be a situation where 2/3 genning is possible imo. We spread out the gens we did. We were all trying to spread out and do the final two gens. I'm fully supportive of poor planning 3 gens, but there definitely seems to be a move towards them from a design perspective at BHVR at the moment.
I don´t know why they are choosing this design decision. But its certainly not fun to play like this. 10-15 minutes should be the total time of the match. Not the time to repair a single gen.
Moving the gens together and creating more 3 gen killers helps against unfun 5 minute matches by turning them into unfun 30 minute matches.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347474#Comment_3347474
Its true but desired by the playerbase to play as.
I mean most popular playstyle is gen defense.
The playerbase doesn´t want to play like this. I would even go as fas as that most players would prefer a more varied build. Instead of stacking slowdown perks and 3 genning.
But when they do, they get simply stomped.
For example, a couple of days ago i completed the "carry a survivor for 160 meters" Archives challenge. Equipped Iron Grip and Agitation. No slowdown perks. Didn´t tunnel. Lost big. Endgame chat: "dude, whats that build?!"
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3347397#Comment_3347397
Yeah they want to get extremely overpowered killers like Blight, so of course everything will be declared as trash.
No, the issue is, that the new killers design aims at locking down a 3 gen. Which isn´t particuarly fun. Not for survivors, nor for killers.
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@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3345608#Comment_3345608
Basically yeah.
Ultimately, that's his most optimal playstyle when you mix in smart long range Guards.
I´d rather not have Twins 2.0 where the only thing the knight can do, is 3 genning.
The guards need a buff. Otherwise he will turn into one of the most boring killers to play and to play against.
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@C3Tooth said:
Trapper, 5 matches of Eyrie, Game, Lery, Garden of Joy, Yamaoka.
4 of 5 matches litterally play as M1 killer except Yamaoka.
No slowdown
No tunneling
No camping
11 kill for 20 survivors. Yes, its possible.
55% Kill rate live in action
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Is this an answer to the "devs are survivor sided" thread?
I think we don´t need more us vs them threads.
Just play the side that makes you happy.
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@burt0r said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344849#Comment_3344849
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344854#Comment_3344854
Please include your regions in the future for any meaningful comparable discussion, like the others.
You might know each other's region but it makes comparison with one's own experience basicly impossible.
We´re both talking about EU.
Spain in my case.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3344849#Comment_3344849
For a moment yes but later fallen back to 50%, and eventually no side had bonus, only around 19:00-20:00 got back to 100% for killer.
And yes I fear that there will be too many killer and isnt enough survivor, and I am not fan of playing till midnight or after midnight to get bonus, I would love to have it as soon as possible.
But anyway thanks for the hint, I will check more often for the incentesives, sooner.
Survivor queues have been shorter during the day and longer during the evening/night since the game launched. I´d say its just that most of the playerbase doesn´t play during office hours.
Survivors having a 100% bonus in the evening after the 6.1.0 patch seemed more like a anomaly then the new norm.
But we´ll see with the new chapter.
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So you don´t want killer buffs because most people play after school/work?
Also, yesterday the bonus for killer was at 100% at 17:30.
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@Mr_K said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334803#Comment_3334803
Idk how that solved the killer camping the hook. 😉
He could be the difference! Play like he would like to see killers play, when he is a survivor.
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Well i´ve got bad news for you, if you constantly run into killers that get no sweat 4ks.
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I´m with you
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When i started playing at 5pm EU, it was already at 100% killer. Has been like this since the HUD update dropped.
Survivor queue takes up to 4 minutes as of now. So perhaps the devs should implement also a queue timer with expected wait time. So everyone knows what to expect.
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@LuthirFontaine said:
I must be playing at the wrong time cause I keep running into killers who get 4 k no sweat hahaha
This isn´t the flex you think it is.
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Finally a big streamer shows the reason behind tunneling. I wonder what happens when the people that complain about tunneling, get their will and some basekit mechanic against it gets introduced.
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@Thusly_Boned said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333089#Comment_3333089
Almost certainly. Then again, when I am playing killer and someone DCs immediately, the odds of me letting one or more others go rise dramatically, because I know how much it sucks to be abandoned right off the bat. So in my case, a surv DCing often spares their teammates.
Of course, playing those games out still really sucks for all of us, and the more that happens, the worse it is for the game. So maybe I should be merciless. I know from all my surv games that most killers aren't as kind hearted as I am.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333430#Comment_3333430
Oh, I think it very much is.
Between my surv and killer matches, I would say I see a DC at 4+ gens in 1 out of 4 games, conservatively. And any kills that follow have to be considered suspect, as you have no idea how things would have gone with a full team dividing pressure.
Not to mention that many survs who stay in the game after an early DC aren't really trying anymore. I know in many of the matches I play where a teammate bails early, I know it's a lost cause and more often than not just switch to autopilot.
It's not just the DC/suicide on hook itself skewing the numbers, but the ripple of non-quantifiable effects.
It depends. I used to let the other survivors escape, when someone disconnected early on. Until someone said "gg reported for farming" in the endgame chat. Then i stopped, because some people just want to get into the next match.
Doesn´t matter how the killer plays after someone dcs, someone else will always complain.
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@LuthirFontaine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333410#Comment_3333410
My point was how wide spread is it, is it enough to effect the killers 60% kill rate? I'm just not convinced of that.
DCs were extremely widespread whenever the devs turned the dc penalty temporarily down. Twitter, Reddit and this forum was full of comments about this. Ironically, the people that sherished turning the dc penalty off, never answered me on how their matches go, when they don´t dc.
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@DudelPuma said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3333410#Comment_3333410
it doesn't matter how the kills come about, tunnel someone kills themselves on the hook, dcs and and and... i would say 90% or more of the games are normal and what you describe doesn't happen as often as you portray it, most of them games in the solo q is my mates are very bad die in 10sec, the killer sees that and tunnels him out (which is also correct) but that's not the killer's problem it's the matchmaking, if it worked the "sweaty killer" that tunnel and camp they play against people who are on the same level you have to complain about bhvr great "mmr"
What I would like is just the statistics for how often in the swf 5 gens go on (win) and how many escapes, and please do the same for solo q and also a general one (for both) and the statistic how many % killrate the killer has (hatch and dc counted as kill) you can't do against both but still won (4k = win) or if a swf is mad and together dcs it's a lose ? or as if you didn't play? they gave up :D
The problem i see is, that killers are adapting to the seemingly faster gen times by playing in a "unfun" way in order to get kills.
If they would just play normally. Going for hooks instead of kills, like they did with BBQ before its nerf. Then kill rates would adjust properly.
But no one likes to get stomped non stop while playing "nice". So the unfun way it is.



