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Xernoton

Xernoton

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Xernoton
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  • 34 / 48 Weskers? That's a 70.83% ratio. So either you were incredibly unlucky (which can happen) or something is off here because this is not Wesker's pick rate. Not even close.

  • Seeing the killer would lead to lobby dodging. Seeing the items doesn't because you pretty much have no chance to avoid them. Also, there are perks that are designed to counter items. All of them would become completely useless, if the killer couldn't see them.

  • Bird Lady is neither good nor evil. Bird Lady simply is Bird Lady.

  • If all 4 survivors bring offerings, then the offerings match the order of the survivors. So that would be a way to tell, that you were the one to bring these offerings. It's unlikely though that anyone would specifically target you for the crime of bringing BP offerings. This is probably more a case of you feeling like it happens even when that doesn't match the reality.

    I'm not accusing you of lying but it can easily feel like we are targeted more often and then we search for explanations and do mental gymnastics.

    Good luck in future matches though.

  • You do realise, that she can only use her drones in chase now, right? Drones do not detect you when you stand still. So you can work on a gen unbothered. I'm really not sure what the point of this nerf would be. You'd just take away her chase power, which also would be kind of ridiculous.

    SM doesn't need nerfs. She needs a full on rework. The devs have tried 3 times to make stationary drones work and they failed each time. This is the part of her power that needs to change. Area denial already makes her horrible to play against but area denial with a large range is what actually pushes her over the edge.

  • @Chaosrider said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666167#Comment_3666167

    That never happens on survivor side. Exploit fixes only get hated on killer side.

    Sure. The removal of "locker techs", "window techs" and the FOV slider making "FOV techs" harder weren't complained about at all. Because survivors are shining beacons of virtue, who would never use something that is completely overpowered. It's definitely not like survivors are still people and people love winning.

  • @Pulsar said:

    Don't think that's intended.

    Probably not but it will need to be addressed and then we'll have some people claim that all survivor perks just get nerfed.

    This can definitely not stay though.

  • @Yatol said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3666145#Comment_3666145

    Some killers, like Cenobite, Myers, Huntress and Trickster have methods to bypass the anti facecamp mechanic.

    with Deathslinger it depends on map and where he hooks you.

    I know but neither you nor I saw the match. Face camping is a very specific thing and lots of people use it as a go to term whenever they don't like how the killer played. I would really like to know the context. That is why I asked these questions instead of just saying that it couldn't have happened.

    And no: Myers cannot bypass the anti face camp mechanic. Even with Tombstone he does not bypass it. Undectable, he does not bypass it either.

  • There already is an anti face camping mechanic. How you managed to not capitalise on that despite these killers face camping is a mystery. I need more context here.

    Where they actually face camping or was it proxy camping? What does face camping mean in your opinion? What happened for the AFC not to take effect?

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665620#Comment_3665620

    The thing is even when you wait until the last second and sabo perfectly +tank a hit, the killer still has 3 hooks to decide where to go.

    Saboing is worthless, except of someone gets grapped at the gate.

    That happens only in very rare cases. The killer will typically make it 1 hook further and if that one is also sabotaged or bodyblocked, then they are likely going to lose that hook. Especially, if someone brought Breakout.

    @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665686#Comment_3665686

    …my point is that if you need to meet so many conditions to pull off a strategy and even then it might only work once in a blue moon, it isn’t really a strategy; it’s a fluke. I don’t even see the best survivors pull this off much, and when they do it’s like a shocking, random thing. Sabo isn’t a viable strategy anymore because killer mains wanted it nerfed into futility. Similarly to how survivors don’t waste time healing now, attempting sabo plays is really wasting time that could be spent pressuring gens. It’s more reliable to allow the hook and get the save anyway.

    That is true. Sabotaging hooks is a very niche strategy that requires a lot of set up. But this is what it has to be. It is much easier and faster to sabo a hook than it is to find a survivor and down them. If we're going by the devs' goal of 45 seconds chases that is half a gen of time you just stole from the killer.

    If that was a regular occurance than the entire killer role would become pretty pointless since there is not much a killer can do other than slugging. Which would become the alternative but it would make survivors miserable. There is no way for both sides to be happy with this and I think turning this into a reliable strategy again has great potential to push players away from playing killer, which in turn would lead to lengthy survivor queues.

  • 1) Place 4-6 Invocation circles around the map (depending on map size).

    2) Let a survivor take 15 seconds to cast an invocation on one circle.

    3) Circles remain active for 60 seconds (possibly 90, depends on how strong the effects are) and their auras are revealed to all survivors during that time.

    4) Active circles grant survivors that run through them small buffs or apply debuffs to killers. Each survivor could only profit once from the same circle until it's activated again. This would give the devs more freedom to create interesting effects.

    5) Create a perk that allows a survivor to take on active circle and place it anywhere else.


    With these changes they could design invocation perks to increase action speed for a short while, grant Haste for a few seconds, refresh exhaustion (although that one would probably need to deactivate the circle immediately and come with a small downside), make survivors immune to aura reading while inside an active circle and more.

  • Doctor with a 40 metres TR? Where do I sign up?

    Imagine this with Distressing and Calm addons. That would be terrifying.

  • The cooldown was already nerfed. He moves at 1.8 m/s for 2.5 seconds when he misses. That's 2.5 x 2.2 metres = 5.5 metres distance. Plus the distance he had from missing. For him to catch up again it easily takes 5 seconds even if your movement isn't optimal. That is 20 metres you can cover to get to another loop and after that, he'd still need to charge again, giving you another 10 metres.

    Combined this is roughly 1/3 of a large map. At some point it's not the killer but the player that is an issue. You overestimate how strong he is. Many do. You can still make distance and get to another loop. Or you stay in whatever loop you are currently in. Even before the rework he could use his chainsaw over and over again, which is necessary because it has a lot of counterplay. It doesn't change the fact that every miss costs him a lot of time, he still can't play around windows, pallets stop him and many loops are pretty hard to curve while offering a lot of room to dodge.

    You can't have a killer that counters himself and offers you tons of counterplay. That's what Billy used to be like way back and it clearly didn't work.

  • Not an option. Nerfing slowdown is a sure way to make match times spiral out of control, which leads to more tunneling and camping, since killers couldn't expect a normal game anyway, forcing them to focus on quick kills to even have a chance.

    Pain Res is mostly fine, so is Pop. Both are strong but they require the killer to actually progress the game in a meaningful way. DMS on its own isn't that good.

  • "I run perks to make hooking impossible but now I get slugged!"

    What else do you expect to happen? You literally make it impossible for the killer to do anything else with you. Run Unbreakable, if you don't like to be slugged. As for tunneling: What is your point? They can't hook you, so you can't be tunneled. But it's likely the killer will try to go for someone else, so all your hook stages will be split between the remaining 3 survivors, which makes tunneling more likely.

    This is not an issue with the game but with how you approach it. This is what ruins the solo queue experience.

  • Then your opponents played bad. It's that simple. Even a group of solo survivors can easily identify a 3 gen and work around it. There is no way you can hold the game hostage anymore and survivors will break through eventually, if they play well. They split up, repair all 3 gens simultaneously and force you to kick them all over and over again until suddenly they either progressed too fast for you or your 8 regression events were used.

    That's not to say that you lose every time you try to hold 3gen. That wasn't the goal. The goal was to stop killers from holding the game hostage with nothing the survivors could do, which the devs succeeded at.

  • Don't worry. It happens to the best of us. The best you can do is to either try and change your attitude for a while or to take a break.

    It can help to run some meme builds and not focus on wins but on something else entirely. Maybe there is a perk you have always wanted to get value out of or a killer that you would really like to learn.

    The more reliable way to deal with this is to take a break. I do it somewhat regularly. Even just a week off can really help. When everything feels frustrating and you absolutely cannot bring yourself to enjoy the game anymore, then it's good to get some distance. Most of us have done it. Come back when you think you can actually enjoy the game again, if you notice it still doesn't help, then take a longer break. Eventually you will get the distance you need to set your expectations low and have fun just playing DBD.

    Good luck and see you in the fog!

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665620#Comment_3665620

    So one survivor en route to being hooked, one sabotaging another hook (who gets hit), then the other two survivors try to block the killer and end up hooked themselves. That… seems like a lot of game throwing to try and get a single sabotage off. That… still doesn’t work (at least when I see streamers like Otzdarva and Ayrun try to do it).

    I did not say anything about going down. But there needs to be more work involved to save someone than just sabotaging. 1 or 2 bodyblocks will do the trick and that's fine. Because it isn't easily recreatable while still being in the realm of possibilities. Think about how high the reward is for that. It's an entire chase wasted. That is huge and it can be game changing.

    Obviously it's impossible to do this when that survivor goes down right next to a hook, which can't be expected because then what would happen, if they went down a bit further away? I know that there are also some maps that just have too many hooks in certain spots (like RPD) but in general it is definitely possible to pull it off.

  • @Shroompy said:

    I liked Billy before because of the high skill floor. If you went against some one who was actually a threat you knew they poured tones of hours to perfect their craft. Now, just like before, anyone can just pick him up and get results.

    Reason behind that is Overdrive holding their hand. Just make it so he doesn't get it every half a second and he's fine.

    Honestly, I think Overdrive is more of a detriment to anyone who doesn't put a lot of hours into learning him. That kind of speed is extremely hard to control. It's even faster than old double engravings, which also weren't used by people who just tried him once or twice because they couldn't control that speed.

  • There are no plans for that and that's a good thing. Punishing players for playing with their friends is a sure way to push people away from your game.

  • For survivors it's either Feng (who can resist those bunny ears?) or Yui. Hard to decide for just one.

    For killers it's Sadako. There is a saying: "If looks could kill." that she just impersonates so perfectly.

  • It's mostly fine. Obviously, bad matchmaking and hook suicides / dcs ruin the experience quite a bit and tunneling is more prevalent than I'd like but most of my matches are really not that bad.

  • @jonifire said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665596#Comment_3665596

    And some maps need less hooks. Sabotage plays are almost worthless on most maps, because there are too many hooks.

    The problem is that a sabo play can never be guaranteed to work out. If it was, then we'd see a sabo meta where killers would not be able to hook survivors anymore. Getting a down is way harder and more time consuming than sabotaging a hook.

    So while there are some maps that really don't need as many hooks that are close to each other (like RPD), on average the killer still has to have a solid chance to get to another hook even when a hook is sabotaged. Otherwise, the killer literally cannot progress their objective in any meaningful way. Meaning, you'd all but guarantee survivors would bully killers into oblivion.

    Sabo plays can work when the right hook is broken and survivors bodyblock the other hook. This is what it has to be. A chance to deny a hook, that has a high risk.

  • @KA149108 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3665065#Comment_3665065

    I really want better loops and the houses reworked, it's just dead zones and so open that Huntress and Singularity have a field day on the map

    Yeah. As long as they can stay out of the houses. This map is really bad for both sides. Survivors hate dead zones, which the killer can easily create out on the streets, and killers hate god loops, which survivors can easily get to after the first hit.

  • @MikaelaWantsYourBoon said:

    Haddonfield is confirmed to be looked. But i really don't want it. All of reworks they made turned to be worse.

    Haddonfield rework probably will end nerf to houses. And that's it. They probably will not fix survivor issues, so dead zones will stay as they are. Map will be more fun for killers while survivors will suffer more.

    Midwich however, it's already killer-sided map. So BHVR probably believe it's good map and i doubt we will get changes for it.

    I have my doubts it will be that lackluster. Haddonfield has been discussed plenty and it's pretty obvious that neither side is really happy with it. It combines the worst aspects of the game after all. Giant dead zones and god loops. Both aren't great and both need some changes. There could be 5 pallets more, if the houses weren't that disgusting.

    Midwich may be killer sided but it's not like it's unplayable for survivors. It's a fairly popular map overall with many loops that are fair for M1 killers. Although the exit gates are quite gruesome.

  • @VomitMommy said:

    Why remove it anyway?

    I don't think it's gamebreaking. It's just something extra survivors can learn.

    I wouldn't remove neither this, or killer's techs. It just makes game more interesting in my opinion.

    Rather than trying to nerf survivor's hitbox, they could simply buff Demogorgon's shred...

    We are literally talking about a 1 button counter to different killers. You don't do anything skillful for it to work.

    It works consistently no matter how good the killer plays. Because there is simply nothing you can do against a correctly executed crouch tech. Neither with Demogorgon nor with Hillbilly (Blight technically has the capability to do something against it).

    Your suggestion to buff Demogorgon's shred would still remove crouch techs against him. So it would come down to the same result. Although, I can see a few potential issues that would come with this. Like Demogorgon getting stuck on things. The same goes for the other 2 killers that are affected by it.

  • It won't happen. DBD is more less fine when it comes to the engine and graphics. We had some really ugly maps in this game and I'd say they were preferable to the new maps when it came to the visual design.

    However, it is clear that DBD's code is a mess. No matter what they touch, something else will break. So that deserves some attention. It's probably not something they can completely fix at this point but there have to be ways to make the game less prone to bugs.

  • It's not like Adrenaline is free of issues. Some adjustments could be made.

    And since we don't know what exactly the Adrenaline nerf will look like and they also have a lot of feedback telling them that Adrenaline is perfectly fine strength wise, I doubt they'll give it the CoB treatment and butcher it beyond recognition.

  • Nah. 4 perks are fine. No need for 5 slowdown perks.

  • @Nebula said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664674#Comment_3664674

    It's quite literally designed to be a crutch perk though, especially for new players. So I don't see how this would take them by surprise.

    IMO Windows should be a general perk and not locked behind a non-starter survivor. Who cares if it's pickrates are high when it's quite possibly the only thing that holds onto new player retention for new survivors. bHVR needs to do a better job helping out new players and nerfing this perk would be absolutely ridiculous in that regard.

    Bring back the old version of WoO and you can still do the same things. But that would actually require players to think, so it's probably not an option.

    WoO is not a not just a crutch for new players. People with more hours than me use it on a regular basis and I have played this game for 3 years. The funny thing is, that WoO has done a lot of damage. Slap on something to apply blindness and watch WoO enthusiasts run around like headless chicken.

  • Well played, though this is not exactly new. This has been possible for almost 2 years (I think). They changed Billy's movement while airborn when they removed Skybilly (R.I.P my beloved).

    The problem with this tech is, that there are only very few spots where it will actually work since it requires a drop without an invisible wall. So this would not work on many hills and main buildings.

    I have gotten some value out of this on hills without invisible walls and inside the Chapel but there aren't a lot of places where it will actually come in clutch. Your example is probably one of the best uses for this.

    I have had a blast figuring out all the ways I can use Overdrive with the new 1.0 seconds turn time and let's just say I have had more than a few people, that did not want to run me around shack anymore. 😈

    Edit: I forgot, you can also this tech inside the Eyrie of Crows main building and on top of the Mother's Dwelling main building (not sure, if it still works though because I haven't done that in a while).

  • @Ariel_Starshine said:

    I find him not difficult to counter and didn't even know he got changed.

    Wait, what? You didn't notice the blue glow? That's impressive.

  • I predicted this. Billy was fun to play against because he felt dangerous to survivors even when he wasn't. So you'd constantly feel like you just barely managed to outplay him when from the killer's perspective it was clear, that there was no way they could have gotten that hit. This is not the case anymore because he now actually has the power to follow through.

    That and overexposure will lead to some players fed up with a killer. Give it a bit more time and he'll probably go back to being regarded as alright to play against.

  • We are talking about the same game in which survivors are put on meat hooks and can heal themselves by rubbing over their wounds. I say, don't think about it too much.

  • @xltechno said:

    Agree. However, since it is difficult to add anything to the system, I think it is appropriate to include it in the reported cases.

    It does fall under griefing but the devs don't penalise players for it. Their reasoning was, that it's impossible to force players to play the game (could also be that players that try to kobe would be reported) and while they aren't completely wrong, it would help for these things to be taken away so that people can't give up on whim anymore. That would pretty much force them to reflect a bit and may even stop some players from giving up that easily.

  • Adrenaline has 2 issues:

    1) It incentivises slugging. A slugged survivor is only healed to injured while an unhooked survivor is instantly healed to healthy. That is not great and it should be changed.

    2) Adrenaline still wakes you up against Freddy, which leaves him with no power at all.

    These are the only 2 things that could use some adjustments and with the amount of feedback they got, I doubt they will give Adrenaline the CoB treatment.

  • Camping, tunneling, slugging and 3genning should not be impossible. These are strategic components of the killer role and should be treated as such.

    You could disincentivise them and also add some more limitations to them so that they become more niche scenarios, only useful when done correctly, but completely deleting them from the game is not a good idea.

    RPD isn't a guaranteed win for killer either. Just as old Haddonfield with old Balanced Landing wasn't a guaranteed win for survivors. One of the RPDs (East Wing) is indeed a favorable map for killers but with the amount of maps that are still heavily survivor sided, that is fine. There will never be a point when all maps will be perfectly balanced. So it's fine to have some maps that favor one side as long as there can still be a normal game. And RPD is not that one sided.

  • The cooldown was already nerfed. You have 2.5 seconds in which he will move 1.8 m/s. That gives you 5.5 m distance on top of any distance that you had when he missed the chainsaw. For him to catch up again, that'd take easily 5 seconds, which allows you make 20 metres more. If that is not enough, then maybe the problem is not Hillbilly but you not playing well.

  • How about the unhooked survivor loses collision with the killer? They couldn't use it to bodyblock anymore and it would also be a passive buff to OTR, which punishes tunneling.

  • That's probably a really bad idea. People are already complaining about 4 slowdown perks. How would you feel about 5? And if only survivors got a 5th perk slot, that could completely break any balance we have.

  • The balancing philosophy of BHVR is a 60% kill rate. They want killers to be the power role. So in that sense, the game is pretty balanced.

    What you described however sounds more like you should follow @Lost_Boy's advice and take a break. Because it seems like you cannot get any enjoyment out of it at the moment. Many long time players have done it. I regularly go a few days or sometimes weeks without playing DBD. When you come back, you'll find that the game is far more fun again.

    Hitboxes haven't been touched in a while, so that part is probably induced by latency. On your screen it may look like the killer looks in a different direction or you're already way past a window but from the killer's perspective it looks like you are right in front of them. And since the killer can only play around what they actually see on their screen, it makes sense that latency favors them. We had a time when BHVR tried to turn this in the survivor's favor and it led to survivor queue times sky rocketing (20+ minutes at times) because nobody wanted to play killer and constantly feel robbed. The game gave you the feedback that you had hit a survivor but they were still healthy.

    Pallets also weren't touched over the last years. So that is likely latency again. Or maybe your keyboard or controller has an issue? It's definitely not something the devs have changed.

    The perks you listed were highly problematic. Boil Over was so strong that the only way to avoid it was slugging when survivors went down in specific spots. That wasn't exactly fun to play against. DH was by far the most controversial perk in existence and it's good that it was nerfed. It was highly overused (75% pick rate in high MMR), way overpowered and worse it was guaranteed to give you value. It was so bad, that killers would wait out DH on every survivor even when they didn't have it because the risk was too high. That can never happen again. DH deserves its downfall. MfT bridged 20% of the speed difference between killers and survivors. That was too much. Even just the numbers alone were enough to know that this would be unfair. And unfair it was. There was pretty much no way to outplay any of the safer tiles in the game without a strong chase power. Adrenaline has 2 issues.

    1) It incentivises slugging since a slugged survivor is only healed to injured and a hooked survivor is healed to healthy.

    2) It wakes you up against Freddy, which leaves him with literally no power.

    There are still plenty strong survivor perks. Like SB, Lithe, WoO, Deja Vu, Resilience, Unbreakable, OTR, Bond, Resilience and Hope to name a few of them.

    Tunneling is an issue on its own. One that isn't exactly easy to fix. DS will receive a buff, so that could improve this situation a bit. Although it will probably take more than that to stop excessive tunneling.

    Anyway, I suggest you take a break too. Just for a few days or a week. Come back when you really feel like playing DBD again and your matches will be a lot more enjoyable.

    in Yo Comment by Xernoton
  • @tippy2k2 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663863#Comment_3663863

    Major reason I run Bond is it is just as useful telling me where NOT to go as it is to tell me where to go. Survivors working on that gen over there? Injured survivor hiding? Survivor being chased and I don't want to get in the way?

    Bond!

    Agreed. Bond is the GOAT.

  • I think it was actually. There have always been players that were more competitive. But people didn't bring as many items and addons as they do now, which could be explained by the bloodweb and prestige update.

  • @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663866#Comment_3663866

    Theoretically, you could counterbalance it by reducing gen speeds with each completed gen as well.

    For example: what if every killed survivor increases repair speed by 20%, but every completed gen reduces repair speed by 5%? This way, an early tunnel kill will increase repair speeds, but spreading hooks will net up to 20% free slowdown, which gets balanced to 0% upon a survivor's death.

    That would still leave a very sour taste in your average player's mouth. We are literally talking about punishing players for playing well.

    It would also still lead to nearly the same outcomes we have when the killer tunnels, which means that the desired outcome would not be achieved. But if they start slugging, then they capitalise on that system without the drawback.

    @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663888#Comment_3663888

    You say I'm missing the point but I think you're missing the point. You say "survivors shouldn't get stronger when the killer plays better". What happens now is that it's the killer who grows stronger with each survivor they kill. With each kill, it's easier to get the next kill because the killer has less survivors to deal with saving teammates and doing gens. It's a snowball effect. I think that's a problem with game design. The equivalent for survivors would be like for each gen they complete the next gen takes less time. The gen time debuff would be a way to slightly counter that snowball effect.

    But that kind of makes sense. Survivors start at their strongest and killers at their weakest. This completely changes as the match progresses. I see nothing wrong with that.

    You can't punish people for playing the game as intended. That is a sure way to get them to stop or adapt to play different (slugging).

    I had already explained why this cannot be balanced properly. From your initial post, I take it you want this to work as an anti tunnel feature. But if someone is eliminated early, then for this system to compensate, you'd probably need a 50% repair speed boost for each survivor dead. Possibly more. This would punish all killers for doing their objective. No matter how. This would incentivise tunneling even more because it could potentially prevent situations where this comes in clutch.

  • @sinkra said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663866#Comment_3663866

    Right now the killer gets more powereful with each dead survivor, meaning the chances of winning go up exponentially if they kill one survivor. Survivors don't get more powerful with each completed gen. This would balance it out and give survivors a chance when 1 or 2 survivors are dead. It would also give killers more of a challenge to win instead of just tunneling 1 person out fast and then the rest is ez mode, which is boring for killers.

    You're missing the point. It's literally the killer's job to kill survivors. They shouldn't grow stronger when the killer plays better. This doesn't really make sense. Believe me, I don't want the killer focussing 1 survivor and killing immediately either but this is not the way to go.

    This would in no way balance anything. It would only create a huge imbalance and force killers to slug. I'm talking hardcore slugging here.

    @sinkra said:

    You're assuming I mean a huge speed buff like "completing a gen in a few seconds". No, even just a 10 second gen reduction for each dead survivor would help give survivors more of a chance. Do you really think it's op if one survivor is dead at 4-5 gens and those will take 80 seconds instead of 90? The game will still be hugely in the killer's favor.

    Then it'd solely help when there is only 1 gen left anyway. In which case, killers would double down on tunneling to avoid that situation. The earlier I can kill someone the less likely it is the remaining survivors will get to the last gen.

  • This would be impossible to balance. The repair speed boost would need to be huge to make up for a dead survivor. But when a killer does their job, then someone will die eventually. Let's say they kill someone at 1 gen left and now the others get the repair speed. How is that fair? It's pretty much guaranteed that the last gen will be done in a few seconds and then 2 survivors escape at the very least.

    Meaning, killers would be punished for simply playing the game with the only way to work around this being to slug all survivors.

    Make it weaker though and it doesn't help in the situations it should help but only in examples like the above, which would lead to even more tunneling.

  • It's really not that bad. There are perks that really help you out with coordination and that can already turn the game in your favor against most average killers. I always bring Bond and it's absolutely amazing how valuable that perk is. It shows you where your team mates are working on gens, where they are chase (and with that the position of the killer), it shows you what resources they use, where they are when you need a heal and it shows you exactly what they are doing even when they aren't working on objectives.

  • @sinkra said:

    This would only be true if killers were on average better players than survivors, which is highly doubtful. The problem is they're balancing the game for coordinated high MMR SWFs on coms and not taking into account low-mid mmr solo q which is where most their playerbase is.

    Killers are on average about as good as the solo team. MMR makes sure of that. This means, they aren't better than every individual survivor but because matchmaking doesn't work perfectly, you'll have some people that are absolutely amazing with some that apparently play with their feet. And the killer will likely be better than the latter. Which often makes them a liabilaty instead of an asset and ruins the game for their team mates.

    According to the last official stats, the game is balanced in pretty much exactly the way the devs wanted. A 60% kill rate is their goal and it's what they achieved for solo queue across the board (only very slight deviances).

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