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Tsulan

Tsulan

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Tsulan
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  • Couple of matches ago: teammate gets hooked, attempts to suicide but gets unhooked. Then he proceeded to run towards the killer and teabag him. Got downed and ignored by the killer. Whenever someone tried to heal him, he would move and ultimately bleed out.

    Fun times...

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244735#Comment_3244735

    Definitely a great suggestion. Even tutorials on looping, avoiding 3 gens, chase advice. All would help massively. I'd also go with VC should be available in game.

    It's so unusual to see a multiplayer game with no voice chat. Like what are all survivors canonically mute in the entity's realm? Pretty sure they aren't. And it would allow more experienced players to educate newer ones and provide some sorely needed co ordination to solo q teams

    Sadly, the community is against ingame VC. With a million reasons against it. I don´t really get it too.

    Most called for alternative would be a chat wheel. Which is something i would be ok with.

  • @C3Tooth said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244925#Comment_3244925

    Back then 2nd chances used to have 3 layers.

    • BT
    • DH
    • DS

    You hit a BT, miss a DH, hit then take and DS, then hit again to get hooked again.

    Now the 2nd chances has

    • Free BT that disable OTR, DH
    • DS

    Without DS, a single hit off hook will disable everything else. DS is nerfed, but still has its place. The only way to make DS work is paired with Lithe, down at safe windows to make better distance. Or down at pallet on purpose, DS cant stand alone on its own.

    DS has been nerfed to 3 seconds before. But the devs were not happy with it and returned it to 5 seconds. This has to happen again. A perk shouldn´t require another perk to be a viable option.

  • Nah, DS is trash and needs to be looked at. 3 seconds is to short. Going back to 5 seconds would be probably the best action.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244721#Comment_3244721

    No, because tournaments try to bring a competitive environment to a party game. DBD-Tournaments are basically a different game compared to the actual game. Tournaments are not comperable to public games at all.

    I know that you are trying to defend your point that Killer is soooo hard, but even for you, this is really reaching for straws here.

    Whats wrong about making this competitive? I mean, people are already playing competitive by doing win streaks and those win streaks are often cited. Even by you.

    Also, the whole "party game" thingy went out of the window when sbmmr was introduced.

  • Can we get like 2 game modes, pls?

    One in which survivors get all the HUD information of what their teammates do and another one with no HUD at all.

    We could test it for a month or two and see how it goes.

  • I´m happy to elaborate if you have questions.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244073#Comment_3244073

    Ok let me explain why. At lower mmrs killers absolutely rinse survivors. A new player trying to play solo q survivor is unlikely to survive many games at all. Hell as a competent player my solo q survival rate is dirt poor. The balancing requires survivors to make advanced plays and co ordinated tactics to have a chance of escaping against even a fairly basic killer player. Unless you hide all game and play for hatch.

    My first few games as killer were absolute slaughter fests. I downloaded the game, loaded up demogorgon and proceeded to 4k with it. Second game Loaded up trapper, 3k because I forcibly slugged a player to death and allowed one to escape because i thought a bleed out would finish my daily ritual that required me to kill a survivor by my own hand. And the 4ks just kept rolling in.

    It took about a week of whitewash games like this for me to come up against a decent team of survivors who actually knew how to play the game effectively. And they effectively prevented me doing anything, proper bully squad. A player with about 20 hours of playtime ended up playing against a squad with an average of 720 hours playtime.

    My early survivor games on the other hand were the opposite end pf the spectrum. I died in perhaps 85% of the games I played for my first 100 hours. Not a pleasant experience. And I hit my gaming hard, I'd been devouring the dbd wiki and watching streams to learn the mechanics.

    The balance from my perspective playing surv and killer pretty evenly, is that if survs know exactly what to do, they will put up a good fight. But one weak member on a team or one DC and the game quickly falls apart for them. And if the killer plays sweaty tactics like tunneling and face camping they can remove a surv from the eqation and mess up the game for survs pretty quick.

    I currently have 12 days play time. And in the majority of my killer matches I absolutely destroy. It's got to the point where i make a point of letting last survivor go because constant 4ks just get boring. And it's not seal clubbing like my first week. Im up against survivors with almosy 10 times the play time i have and I'm still killing them with a little effort. If i properly sweat like when I'm grinding pips and run an effective killer with sweaty add ons and a favourable map offering, i practically never lose.

    I have to deliberately run weaker killers and perks just for fun. More enjoyable challenging games. Killers individually can decide tonplaybtactics that have no effective counter. Look at killer streamers with 30+ game winstreaks like Dr.eggman. Anyone who says this game is survivor sided either has wicked high mmr and struggles or is god awful at playing killer and wants to blame it on game balance.

    See my post above. A proper Bot mode, which lets the players adjust everything would greatly help new players. A killer could learn how to play a new killer, use his power, test the addons, etc. In a bot mode mode where the survivor bots are as skilled/unskilled as he wants them to be.

    Same for survivors. Decide what killer bot they want to face, with the full loadout and how the ai performs. While also having the possibility to play with friends and bots against the bot killer.

    This would give a better start for new players. Since they could learn the game in a save environment.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244217#Comment_3244217

    If your position is that BHVR doesn't include higher skill levels enough I don't really have an opinion on that topic. You could be correct; I don't know and I don't have enough information on it so I'll steadfastly sit on my fence on that issue. The part I care about is making sure new players and intermediate players are also considered and if BHVR can change things to make it more enjoyable for the top without sacrificing the other player ranges that sounds like a good thing.

    I'm definitely not opposed to any changes that enhance the player experience in a net positive; the reason why balancing for the top talk makes me nervous is because I've seen balancing around only the top leads to unenjoyable, dead games more often than not. If a change can be made that enhances the overall gaming experience be it at the bottom, middle or top I consider that a great thing as long as all ranges remain enjoyable to play.

    My position is that BHVR should do both. One one hand, they should make the game more accessible for new players. Improving the bot mode to fully decide what perks/loadouts the bots have and to chose different killers as opponents would make it easier to learn what a killer can/can´t do. The Bot mode should be fully customizable. Allowing for SWF together with/against bots. So people can test stuff/builds and get used to it.

    Now the fine tuning for perks/addons should take the top players into account. A top player would stack gen or healing perks for maximum efficiency. Which is optimal. Meanwhile other players equip perks that are staight up terrible and don´t provide anything meaningful to the match. Devs need to look on what perks top players don´t touch and then look at the why. We have tons of useless perks/addons that need a rework, but which aren´t reworked because their usage rate appears to be normal or good in the overall stats. This needs to change.

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244225#Comment_3244225

    Yeah, I dont mention tournaments. DBD-Tournaments are a Joke.

    Because they are heavily restricted and those top streamers still get stomped?

  • @Aven_Fallen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244154#Comment_3244154

    Man, I really want to see how you will perform if the game is balanced around Top Tier Killers as well. So that players like Otz, Zubat, Alf and others really have challenging games every game.

    You will totally do fine, I am very sure!

    Please remind me how those players performed in tournaments. Where they faced equally skilled players.

  • @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3244073#Comment_3244073

    I'd look at VHS for an example. There's no doubt that the top skilled Monster players has a good chance to beat the top skilled Teen player teams. However, the skill floor for Monster is higher than the skill floor for Teen so, while in theory, everyone could improve to that point people weren't willing to spend dozens of games getting losses so they could stand a chance. They just stopped playing. I brought it up during beta as I pointed out, in my first 20 games played concurrently at each side, I had six times as many wins on Teen as I had on Monster and a new player isn't going to stick around for 40 to 50 games to win 5 of them (as an example with Monster).

    It can be different in a symmetrical game as characters will have similar characteristics and might just have minor variances or even the same abilities reskinned (eg. The Old Republic or WoW pvp). However, by definition, an asymmetrical game has to have wildly varying characteristics as it's multiple people versus a smaller number of people. The more variation in abilities from one player the less individual success is determined by each player's abilities and level of experience (eg. camping and tunneling is definitely counterable but the skill floor for countering tunneling and camping is higher than the skill floor to do it so newbie Killers crush newbie survivors with it but then struggle in higher MMRs since they haven't developed chase skills or timing as to when to tunnel and camp since they just crushed newbies previously).

    In practicality, since people are playing games to have fun they won't nor should they play if they can't have fun because a skill floor or game mechanic hinders their success to the point they don't have fun on the chance they might have fun later. A very few people will continue but most will just stop playing and that would kill the player base. Unless the game can be popular enough and competitive enough that it can become a spectator sport balancing around the top would leave the game with a tiny playerbase and possibly not even enough money to run the servers in the long run. To succeed as a game where you want participation you have to consider all skill levels.

    I guess the analogy could be applied to Nurse. A new player will get stomped by survivors, while he tries to learn her. Which can result in a horrible experience. Now this simply can be prevented to a certain point with the difficulty indicator we currently have for every killer. So a new player wouldn´t attempt to learn Nurse, while still learning the basics.

    Clear indicators, tooltips, tutorials and bot modes could certainly help new players to get a grip of how the game works and how to improve.

    When i ask to balance the game around top players, i´m not asking to make the game less accessible or harder for new players. I´m just saying that the considered skill ceiling for balance decisions should be higher.

    For example, in tournaments killers often hard camp and rely on NOED to get a 2 or maybe 3k. Despite the fact that perks/loadouts are heavily restricted to prevent certain combos. Best action here would be to have official non restricted tournaments where the best players show what is possible when everyone can equip what they want. Then take those matches and balance around them to make the game overall more balanced and fun for everyone.

  • What is supposed to be the bug?

  • @Kosturko92 said:

    https://us.v-cdn.net/6030815/uploads/V0JX7VFFEPHF/image.png

    Matchmaking is broken.

    1st surv 4.5k hours

    2nd surv 6k hours

    3rd surv private profile but since it's lvl 55 i believe this number is high

    4th survivor who gave up literally, 300 hours

    How can they match together ? They weren't premades because the 4th one gave up and others palyed all the way until the end ( 1 gen left )

    Points wise this isn´t a bad match. Getting 20k bloodpoints without offerings is usually the result of a long and productive match. So i don´t see an issue here.

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243679#Comment_3243679

    Ok tiny percentage is probably an exaggeration but the majority of players are still going to be less than skillful. Doesn't take many slip ups for the killer to have an easy game. Particularly in chases, unless you have a lot of experience it's very easy to lose a chase and get downed against even a semi competent killer

    Balancing a game to only appeal to the competitive players will make it pretty unplayable for new players. Which will kill the uptake tate of the game They need to do some balancing on solo q as killer really seems to dominate it as is.

    @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243682#Comment_3243682

    Yeah 99% of dbd players just take self care in corner... Game should be balanced around most players if you balance around the very best survivor teams only having chance winning it ruins the game for everyone else.

    @TheSubstitute said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243682#Comment_3243682

    The point you're not considering is that games are balanced around all players; not just one extreme or the other if they want to succeed. With a very few exceptions balancing a game around a small group of players on either side kills player retention.

    But why? You all state that it would make the game less appealing for new players. But you don´t explain why.

    Balancing around top players makes sense, because even a potatoe player will eventually get better. While good players can´t beat the balancing thats set up around bad players.

    Imagine for a second, that the 15% higher escape rate of SWF would instead be a 15% higher kill rate of a killer. So instead of 60% of the top killer, he´d have a 75% kill rate. There would be a massive outcry of the community. Demanding (rightfully) the immediate nerf of said killer. But for SWF thats ok. Sounds weird, doesn´t it?

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3243730#Comment_3243730

    Im not argueing for it but isnt 60% basically the 2 kills per game the devs want?

    Pretty much.

    Even more, the temporarily disabled dc penalty and the huge amount of people that disconnected should give an estimate of how many people suicide regularly. Pushing the whole kill rate even further.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241177#Comment_3241177

    This is most absurd thing I ever read. You really think people will have fun when game i balanced around top1% of players? That way those players play is not fun it's boring and stressful.

    Why is this absurd?

    Every single competitive multiplayer game gets balanced around the top players. Not the bottom ones.

    According to the official stats, SC is the most used survivor perk. Do you really want to balance the game around players self caring in the corner of the map?

  • @HoodedWildKard said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241969#Comment_3241969

    And I'm pretty sure i can find videos of streaming killers on 100 match win streaks. Good swf teams are hard to beat, but they are a tiny percentage of actual players.

    Good swf teams can´t be a tiny percentage of actual players. Otherwise their impact on escape rates wouldn´t be noticeable in the stats. But it is.

  • I moved to prevent them from picking me up. One managed to drop the pallet...

  • Take back the Power.

    Stunning the killer only to notice that he either doesn´t have any void energy or that you´re on cap yourself.

    Then prepare a lovely trap under a pallet with flip flop and power struggle only to get rescued every. single. time.

    Then equip head on only to face a huntress with iron maiden.

  • @Gamedozer7 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241369#Comment_3241369

    In 10 matches you can get 7 2ks and 3 3ks and that's about 60% kill rate

    Yeah and that doesn´t sound like killers are stomping.

  • @drsoontm said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238907#Comment_3238907

    They also have an anti-suicide? Marvelous. We really need that.

    No, they don´t have. But i´d say that the whole struggle phase thing could be removed. No one was happy with it when it was smashing the keyboard/buttons and it still isn´t a great experience.

    What they should do, is make skill checks a bit harder. But removing the premature death uppon failing them. So sitting on the hook doesn´t get boring and a survivor hitting those skill checks gets bloodpoints but can´t suicide.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241598#Comment_3241598

    Yes, but its still higher than a 2e/2k, which you used to deny that killers have the advantage at the moment.

    But not by a lot. The devs are happy with that kill rate. So thats what we get. Now how real those stats are stands on a different paper.

    As people disconnected ad nauseum, when the dc penalty was off and suicided when the penalty was off. I´d say way over half of my matches someone suicides. Which impacts the kill rates. If people wouldn´t suicide at all (like completely remove the mechanic). Then kill rates would be lower.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241644#Comment_3241644

    My point is it doesn't go both ways, it's just survivors uploads that are counted in those killer character percentages. Killer uploads aren't used for the kill rates, they do that intentionally to remove some of the possible self bias. Your suggestion above was "players having a bad game might not upload the stats", which even if you assumed for the sake of argument that's true then that would imply survivors upload fewer 4 kill games than they do other games. But the actual numbers are that 4 kill games are the most common result, so even if your assumption were right that would mean there are more 4 kill games, not less, than the stats are showing.

    All of that is kind of moot though since I'm not even convinced you're right about a significant number of people failing to upload match results simply because they didn't win. I'm not saying it can never happen but there's no reason to think it does to any great extent.

    Oh... you´re right. Yeah someone salty who wants to feed into the bias of one side being op would probably do this.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241600#Comment_3241600

    Actually those stats are based on the survivors' uploads, not the killers'.

    Thats why i said players. Goes both ways.

  • @dugman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241369#Comment_3241369

    Actually based on what I see on Nightlight and other posts with detailed kill breakdowns the most common results are 0 kills and 4 kills. On Nightlight for example almost every killer has a higher percentage of games with 0 kills than 1 kill and 2 kills, more 4 kills than 3 kills, and 2 kills are the least common result for all of them as well. Basically because of how momentum works during play the game is geared to be very swingy toward everybody escapes or nobody does.

    As an example, here’s a snapshot of three killers, notice the kill distributions for them. All the killers have similar distributions.

    https://us.v-cdn.net/6030815/uploads/3ZWVVKELD3UR/image.png

    As far as i understand this private tracking site. Players have to introduce the data themselves, yes?

    Someone having a terrible match is probably less inclined to go through the hassle of introducing the stats.

  • @sulaiman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3241369#Comment_3241369

    Ok, i dont understand that, maybe you can explain it to me.

    To me, it means out of 100 survivors, 40 escape.

    100 survivors equal 25 matches. If we say all escapes were 2e/2k matches, that mean 20 of 25.

    The last 5 matches, however, would all be a 4kill match. How is that closer to 2e/2k than to 3 kills?

    50% kill rate equals to 2 kills/2 escapes

    75% kill rate equals to 3 kills/1 escape

    A 60% kill rate is between 2 and 3 kills, but closer to 2 than to 3.

    This could mean that in 10 matches killer gets a 4k in 6 of them (sounds stronk) and the 4 others are 0k (doesn´t sound stronk).

    Or 8 draws and 2 wins for the killer. Or...

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239117#Comment_3239117

    Every single nurse game for me is against a good nurse. Maybe she dont down us in 60 sec but it is the same is she does at 120 sec with 4-5 gens remaining.

    I truly dont know of that 'magic region' where nurses actually play bad and survivors can hope to make a gate escape.

    My Last nurse game was yersterday, a four solo q team (playtime was aprox 1000h, 800h, 200h and 600h) against a 4500h nurse. Needles to say she effortesly stomp us.

    Out of curiosity. Did anyone from your team give up? I mean, there are videos of nurse players where people disconnected the moment they hear her teleport. Perk and addon less nurse players btw.

    Is nurse strong in the right hands? Yes

    Is she the unstoppable killing machine everyone seems to claim? No

    Is it possible to win against a good nurse? Absolutely. Even more for SWF players which undoubtly have a significantly higher escape rate than solos.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239117#Comment_3239117

    Good job using the stats the Devs said "Don't use these for arguments because they don't tell the whole story." I've personally seen the same Nurse prestige 82 twice that was afk the entire time both games until the gens were done and then they opened the gate and went afk again until the EGC ran out. They probably did that every game for days!

    People are intentionally messing with her stats so she doesn't get nerfed.

    And again with more of your stats. I never said normal SWFs couldn't escape a lot. You asked why Otz and Dowsey's hardcore survivor SWF wasn't a normal swf and I gave you an answer. Not very many teams have that much combined time in the game or they would be in tournaments and more well known.

    The intentionally messing up with stats is kinda like people suiciding on first hook, isn´t it? Since dc matches are not counted. Which, going from the amount of threads about afk nurses seem to be a bigger issue. Since there are none. Or at least i haven´t seen anyone complain about that afk nurse.

    In regard of those SWF teams. They might not be interested in streaming for whatever reason. But you can´t be serious, when you say that there are none. Or is it, that whenever a SWF group shows how unbalanced the game for SWF is, the results are ignored because "not everyone plays like that!"?

  • @NerfedFreddy said:

    Game is killer-sided and high-mmr stats proves it. Survivors should be buffed

    And where do those stats prove it?

    60% kill rate tends to be more 2 kills/escapes than 3 kills.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239120#Comment_3239120

    I'd bet dollars to donuts that this one doesn't happen.

    Without naming names, that dude is really sus.

    I agree.

    Now in regard of the topic. The problem with getting paranoid because of subtle cheaters is, that we end up with everyone reporting everyone. Be it because something sus went on or because people don´t know perks/addons. I really hope that the devs improve in that regard.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239101#Comment_3239101

    Nothing, I'm just trying to finish off the Halloween stuff. I just mean that after that match, where it was merely a bit of an odd one but not suspicious, and it turned out that they were cheating a lot but doing it very subtly, I'm going to be looking at every single odd moment wondering if it's another hacker.

    Oh ok. I thought that there maybe was a tournament or that someone with an exceptional high kill rate finally agreed to stream or something like that.

  • How many actual god nurses that down everyone within 60 seconds are out there?

    People claim to face god nurses all the time. Despite the fact that her kill rate is no where exceptional. If there were really so many out there, then it would show on the stats.

    Now on regard of the SWF teams with tens of thousands of hours under their belt. No one has an actual number, BUT there are enough out there that their escape rate is reflected in the stats. The 15% higher escape rate might not sound like a lot. But that percentage more than the difference between a top 5% nurse kill rate and a normal nurse kill rate.

  • Whats going to happen tomorrow?

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238971#Comment_3238971

    Lmao... yes that claim is laughable at best.

    Survivor can be a lot harder now, particularly solo survivor (which is mostly all I play) but I have been enjoying the shake up of the stale old meta for survivor. But I will jump onto killer when there is a 100% bonus... it just doesn't happen much like you say

    Oh solo survivor is undoubtly harder than from what it was before the 6.1.0 patch. But mainly (at least to my experience) due to the fact how often teammates dc/suicide. Other than that, little has changed.

  • @Lobos said:

    https://forum.deadbydaylight.com/en/discussion/comment/3239052#Comment_3239052

    A team of streamers that play DbD for a living with around 30,000-40,000 hours of combined experience is not a normal swf by any means.

    Why not?

  • @Mooks said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238770#Comment_3238770

    First, obviously, install Pubg and start the game, create your character and name. Then you have to start the mission via a website (enter it from the main pubg menu on top right, there is a window popping up now and then). Don’t close the website.

    Then play one match. I think you need to Finish the tutorial for it but you can circumvent that by playing with a Lobby of multiple people (we both didn’t do the tutorial). After that wait a little bit to get the prompt to claim the code on that same website on the bottom

    I guess my Dwight will have to live without that cosmetic.

  • @Crowman said:

    Everyone keeps saying "survivor has 100% bonus all the time" but I honestly see 50% for killer and no bonuses pretty often lately.

    Survivor isn't nearly as bad as people make it out to be.

    Exactly! Even saw 100% bonus for killers a couple of times since the event started.

    So no indicator that "all survivors left"

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238907#Comment_3238907

    Yes I agree, while Bots are not ideal they are better than nothing at all. I suspect we will probably see that at some point as clearly they have the coding for bots already there

    Can´t wait for it!

  • @hiken said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238907#Comment_3238907

    U cant prevent survivors from suiciding. tehre are perks encouraging to unhook yourself there is even a steam challenge to unhook yourself 50 times... or there was. unhooking yourself or killing is fine, sometimes u prefer to not waste your time in a boring game. i only do it agaisnt nurse (sometimes) Blight (Sometimes) and Spirit (sometimes) the top 3 wich are all of them extremely dumb and overpowered especiall in solo q.

    Just because you "only" do it in boring games doesn´t mean, that other people do the same. Some people just suicide, because they can. With absolutely no reason at all.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238885#Comment_3238885

    Survivor queues were horrific before killers got a much needed buff.

    I think now they perhaps need to look at things such as killers like Nurse or Blight running full slowdown builds and of course problematic addons we all know.

    But otherwise the fact I can get survivor games instantly now says a lot

    Oh i would have never guessed that the incentives would work so well. They are the best thing ever to help with queues.

    Now on why survivors dc so often... There really don´t seems to be a pattern. I´ve seen my teammates suicide/dc even against the weakest killers that didn´t camp or tunnel or used full slowdowns. It seems that some people just "play" to ruin everyone elses fun by ending the match prematurely.

    Now, what we need to help with that is what the mobile version of DbD already has: Bots + prevent survivors from suiciding. Those 2 things would greatly improve the game experience for everyone else.

  • how-about-no-meme.jpg

    Yeah, no thx.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238870#Comment_3238870

    I get that you can't seem to understand what I'm saying. It's fine. You don't understand that the attitude of "then just don't play the side people are already fleeing from" just compounds the problem. No, it's not an hour long queue. Yet. Keep that kind of attitude up and the massive and unnecessary killer buffs like the previous midchapter patch... And well, you are on your way.

    Before that "massive and unnecessary" killer buff, survivors had queues of 5-15 minutes though. So in your own words, survivors were on their way to hour long queues.

    Also its not like survivors haven´t received massive buffs since then.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3238847#Comment_3238847

    You.. realize that is exactly the problem, right? That's why the incentive bonus is on survivor almost permanently. Keep that attitude up and enjoy the eventual hour+ queues.

    But the queues aren´t hours long. Right now its between 1 and 2 minutes for killers. Just because you see the incentive, doesn´t mean that the other side has to wait for ages.

    If you don´t enjoy playing survivor, then just play killer. If you don´t enjoy killer, then just play survivor. Simple as that.

    The incentives are there to aleviate the queues. To give players an incentive to play the side in more demand, when they are indecisive on what to play. It helps to shorten the queue for both sides.

  • @Nihlus said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233184#Comment_3233184

    Yeah. How dare you selfishly want to have fun in a game you bought and paid for? For shame! You should be the killer's punching bag and just shut up so they can have fun burning you with that magnifying glass!

    The OP is spot on. There is a reason that the incentive bonus is nearly always +100% survivor and it's because people don't want to put up with the crap. This attitude of "shut up and be my cannon fodder" is just going to drive people out of the game.

    Then... just play killer?

  • @Alen_Starkly said:

    The solution is not to just slam the DC penalties back on, and pretend everything's right.

    You should honestly take into consideration and think about WHY people DC. Find the cause and start eliminating the biggest ones.

    Why do people insta-DC against Nurses and Blights? You know the answer to that, and you haven't done anything about it yet, despite the countless posts on the forums over the last several months. You can start here. Ignoring the problems is not good for the game or the players.

    You mean like when Freddy was released and everyone disconnected against him? While he was THE weakest killer?

    Yeah totally makes sense...

  • @Pulsar said:

    Another stats drop and yet, I survive.

    Same.

    Its a miracle!

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3232227#Comment_3232227

    No, thats why I put "I think" instead of "its because" but a lot of people on the forums, reddit and generals stated they stopped playing Survivor after 6.1 and the queues did increase in lenght after 6.1 (before they were around 3 minutes, after they were around 5) and it is known (as BHVR confirmed this) the longer the queue the broader the pool becomes to find a match until it reaches a point where it just throws in the same lobby whoever is available disregarding MMR entirely.

    I could ask you if "do you have any numbers on the "high" amount of DCs and suicides? like real numbers? Just because people complaining in the forum they saw an increase doesnt mean that everyone suddenly started doing it" but you also put "I think" so I know its just an educated guess like mine instead of someone stating a fact.

    Now, do you want to quote me so we can start an absurd debate where nobody can prove if they are right or wrong or shall we leave it here and assume each of us has a different and impossible to prove theory?

    Ok i think killers stopped playing.

    20221013175604_1.jpg
  • So... buff Nurse?

    A 61% kill rate, which translates to a little over 2 kills per match really doesn´t look to strong. Especially considering that Wesker is so new and people haven´t learned how to play against him.

  • @CaulDrohn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233856#Comment_3233856

    Sure it's bc of BT being basekit. And Iron Will being considered trash now. Still, even when we consider DS, UB and DH all being present 3 times, it's still better than before.

    Also, although I might occassionally get a lobby with all the previous meta perks as well, there will be multiple games with varied perks in between. Certainly no full-stacked survivor lobbies game after game after game. At least for me, but maybe I just got worse in the game and do not get such sweaty teams anymore, who knows ...

    To be fair, right now i think that everyone has roughly the same mmr rating. All the people that suicided after 6.1.0 dragged the rating of their teammates down while also pushing the rating of killers.

    Sometimes i´m lucky, sometimes i´m really unlucky in regard of the teammates.

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