Xernoton
Xernoton
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660460#Comment_3660460
We can not pinpoint solo queue (like many other things) on stats alone.
In a full SWF team, it is much less likely that someone would DC (would you let your friend hopelessly behind)? And as we know, DC do not count for the statistics. It is possible, that solo queue escape rate is lower then we think, just because this factor alone.
Possibly. But this is neither an issue with solo queue in specific or the balancing of this game. It's just one player being a jerk and ruining the game for everyone else. So I wouldn't take these games into account anyway.
The solo queue escape rate would also be a little higher, if we didn't count all the games in which one survivor just gives up on first hook. But the game cannot tell the difference, so these games are still used to calculate the escape rate.
It's something that can never be fixed. They could do a bit more to decrease the number of dcs and maybe remove the kobe mechanic since it's mostly used for hook suicides but these players will never disappear.
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@Katzengott said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660532#Comment_3660532
Depends how many stacks of StbfL...
It does not. Even with 8 stacks before the nerf, it would not work. I have thoroughly tested this. Once the unhook animation starts, it doesn't matter, if you down them. The other survivor is getting off.
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@Katzengott said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660489#Comment_3660489
Yeah, getting rid of hook grabs was also huge. Good survs still know how to safe unhook with 2 ppl (except StbfL and insta downs).
(I don't think Billy got nerfed overall. Tho he's really fun to play and verse now, that's why you see him A LOT. He's the new Wesker!)
Even with pre nerf STBFL it was impossible to prevent unhooks. You can down them long before the animation is complete, that survivor will still get off. Consistently.
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No. Please don't. It's bad enough as is.
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You're already in the right section for that. Just make a post in Feedback and Suggestions.
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@Archol123 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660379#Comment_3660379
The prevent unhook thing is probably untrue... If you compare the current values to the ones on PTB it is a difference of 5% so like 0.05 seconds... If he makes unhook impossible on PTB he would do so on live, but apparently nobody noticed in that case?
He can make unhooks impossible on live. But it only works, if you already shocked them shortly before they would start the animation because it seems that once the animation begins it can no longer be interrupted by any means. This is probably why nobody has an issue with it.
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The thing is that you don't need to master her. It's enough to be somewhat ok on Nurse to stomp most public lobbies without issues. I am definitely not a good Nurse player (I rarely ever play her) but even I can easily outperform almost all my other killers on her.
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So the killer wins the match with 3 perks and then finds the hatch before the last survivor, but their perk should now be deactivated? Why? That killer already had to win twice to even get to that point. With 3 perks. At that point, just let them have the 4k.
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They do collect data for solo queue and all types of SWFs and they recently shared them with us.
@GentlemanFridge said:
There are already some threads sharing their findings from The Stats, but none that actually had all of them listed, so here goes:
Developer Update | Stats! - BHVR
Developer Update | Stats!
By PeanitsLast Updated: 2:55 pm
https://us.v-cdn.net/6030815/uploads/LJJMUEZMMOTV/developer-update-totem-new.png
Since we’ve started regularly sharing stats last year, we’ve received various requests for different kinds of data you would like to see. On top of the usual statistics we share, we’ve selected a few of the most requested topics to share with you today.
Before we dive in, we would like to remind everyone that while data may be fun to talk about, it does not paint a full picture. The numbers we’ll be sharing are very broad, covering millions of matches played all around the world, so the numbers may not reflect your personal experiences. We encourage you to have fun discussing this info, but please try not to draw any conclusions from data alone! It’s important to dig deeper understand the context behind the numbers you see; even we don’t make decisions based on data on its own.
Popular Perks
Starting things off, here’s an update to the 10 most popular Perks for each role! The percentage listed next to each Perk indicates their usage rate- in other words, the likelihood that someone will have it in their loadout. Arrows indicate if the Perk has moved up or down the list since we last shared stats, while a line shows that they remained in the same spot.
https://us.v-cdn.net/6030815/uploads/WDZWY9ARPAX6/survivor-perks.png
https://us.v-cdn.net/6030815/uploads/3X3G7ALPLKL4/killer-perks.png
Popular Killers
Like Perks, we’ve also tallied up the 10 most popular Killers over the past month. The number below represent the percentage of all matches where that given Killer was played, with the arrows and lines again indicating how they have changed in popularity since we last shared this data.
Beyond the top 10, the pick rates are as follows (in descending popularity). For the sake of simplicity, we have rounded these numbers to the nearest whole percent.
- Doctor: 4%
- Deathslinger: 3%
- Spirit: 3%
- Nemesis: 3%
- Trickster: 3%
- Clown: 3%
- Oni: 3%
- Xenomorph: 3%
- Hillbilly: 2%
- Plague: 2%
- Onryo: 2%
- Executioner: 2%
- Demogorgon: 2%
- Cannibal: 2%
- Cenobite: 2%
- Skull Merchant: 2%
- Pig: 2%
- Dredge: 2%
- Artist: 1%
- Hag: 1%
- Nightmare: 1%
- Singularity: 1%
- Twins: 1%
Deadliest Killers
Who spilled the most blood last month? Many of you wanted to know, so we’ve gathered the data to share with you this time around. The numbers below are the percentage of all Survivors who are killed when facing that Killer. For example, a 50% kill rate would mean they kill two Survivors per match on average. We try to keep Killers near a 60% kill rate on average to keep matches relatively even and support the horror theme of the game, where the Killer is a force to be reckoned with and the survival is not guaranteed.
We’d like to remind you again that this data covers millions of matches across all skill levels. Some Killers may be stronger when mastered, but less powerful in the hands of someone less experienced. (Yes, a good Nurse is much scarier!)
Kill rates do not include matches where a disconnect takes place.
https://us.v-cdn.net/6030815/uploads/LZ950UTSPJE7/ca-642-dbd-0923-evergreen-deadliest-killers.png
Beyond the top 10, the standing look like this:
- Executioner: 60%
- Hag: 60%
- Artist: 60%
- Xenomorph: 59%
- Blight: 59%
- Wraith: 59%
- Nemesis: 59%
- Legion: 58%
- Good Guy: 58%
- Twins: 58%
- Oni: 58%
- Cannibal: 58%
- Clown: 58%
- Deathslinger: 57%
- Trapper: 57%
- Trickster: 57%
- Demogorgon: 57%
- Singularity: 56%
- Huntress: 56%
- Ghost Face: 56%
- Nurse: 55%
- Hillbilly: 54%
- Doctor: 51%
- Overall Average: 58.50%
Survival Rate in Groups
Last but certainly not least, many of you were curious about a Survivor’s odds of escaping depending on if they’re flying solo or playing with friends. In this case, a higher survival rate would mean that a Survivor is escaping more. We’ve also included the survival rates for high MMR Survivors as well for those who are curious.
One last time, we’d like to remind you that these numbers do not paint a full picture. For instance, a group of friends may be more coordinated, but they might also be more willing to sacrifice themselves in an attempt to save their friends.
https://us.v-cdn.net/6030815/uploads/NENM9X765MUV/dbd-swf-stats-jan-2024.png
That’s all for this time! We’d like to continue sharing statistics like these with you in the future. If there’s something else that you’re curious about, be sure to let us know!
Until next time…
The Dead by Daylight team
This shows that according to the devs' balancing goal (60% kill rate), solo survivors are in a pretty good spot.
Apart from that, this is not very constructive. How would you like to see solo queue fixed? I recently made a post about this and I got all kinds of different responses but it's clear that it's not as straight forward as fixing a bug. Because in order to fix solo queue we would first need to determine what is wrong with it. In my opinion, it's a lack of communication and poor matchmaking but that is not everyone's opinion on the matter.
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@GeneralV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660307#Comment_3660307
It does, indeed. Definitely better than complaining about every single SoloQ trial that goes horribly bad.
And actually it wasn't a Starstruck Nurse. When this screenshot was taken, Starstruck didn't exist. It was a Spirit, and to this day I still have no idea how did she manage to do that.
Could have been a Prayer Beads Bracelet Spirit. 🤔
Come to think of it, it couldn't have been Startstruck Nurse anyway because this was the old HUD and Trickster was released after they changed it.
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@JudithMorel said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660254#Comment_3660254
8 out of 10 games.
That is incredibly sad.
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@GeneralV said:
Nothing like a good dose of SoloQ, my friend:
https://us.v-cdn.net/6030815/uploads/JV8G83OQCACN/image.png
When these moments happen, it is best to laugh and try to find some enjoyment.
Agreed. Laughing makes it all the more bearable.
And was that a Startstruck Nurse by any chance? Whenever I something like this happened, I always thought of Startstruck Nurse.
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@KMainEZ said:
A killer will generally tunnel out the highest prestige player in the lobby because if you take out the strongest link early, you'd expect the rest of the game to snowball in your favour.
This is generally a tactic that weaker/less experienced killer players will use, because in reality you can be stomped by p13 players that also happen to have 6000+ hours. Once you've been killing long enough you understand that the prestige of the survivor you're looking at means very little.
That's as good an explanation as any other, though to me it still seems counterintuitive. If the weak link is eliminated early, then it doesn't matter how good the best player on that team is because they still cannot make up for the loss of their team mate.
Trying to explain it with logic may be exactly why I don't understand it though.
@MikaelaWantsYourBoon said:
It's lobby dodge simulator and when killer stays, you know it's pretty try-hard killer. Strongest build as possible and tunnel first down out.
For quality of matchmaking, i stopped use my Jill sadly. Thanks to BHVR for not hiding prestiges, it's pretty easy to do but we have to wait years i guess.
For your question, it is not to tunnel to P100 player directly. They are tunnelling the first hooked survivor usually and playing pretty sweaty. And i never got prestige shamed, so i can't talk about it. But at least 5 - 6 killers are dodging lobby when they see P100 lobies.
That's pretty sad. I feel sorry for you.
I would really like the option to hide prestige at least in the pre game lobby. It would probably teach some people that P100s are just normal players and it would surely reduce the amount of lobby dodging.
@CountOfTheFog said:
https://forums.bhvr.com/dead-by-daylight/discussion/406496/questions-for-p100s
Those are two different killers. The ones that dodge are afraid and thus dodge. The one's willing to stay tunnel you.
That is a good point. Although I still don't understand why they would tunnel the P100 specifically. I can't wrap my head around that thought process.
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That was exactly what the devs wanted to achieve though. The goal wasn't to stop camping but stop killers from preventing unhooks because it's a horrible experience for that survivor when they are only hooked once and die without any chance of someone getting them off. This is no longer possible. So it achieved its goal.
It is not an anti camping mechanic but an anti face camping mechanic. As in: Killers should not be able to stand right at the hook and prevent all unhooks.
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@JudithMorel said:
i get tunneled for having p100, i wish they'd hide it from killers.
@Pulsar said:
Yes and yes.
How frequently would you say that happens and what do you think might be the reason some killers target P100 survivors in particular?
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659870#Comment_3659870
Like others have said, it would probably help a lot if they took some hook information away from killer. So they don't know if that survivor's been unhooked or where.
I don't think taking away the information would be a good idea to be honest. The less information the killer has, the more they will have to walk around the map, wasting time to look for survivors, which takes a lot of time and pushes them even more towards playing mean - towards tunneling.
It would only make the issue worse, if it affects them no matter how they play. So we would need to come up with penalties that only come into play when the killer actually tunnels and rewards that only work as long as they don't. This would however also require a clear definition of what we consider tunneling.
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A comp mode would only make it worse, if anything. If you want to dominate, then why wouldn't you simply use the strongest things you have and sweat your ass off in casual lobbies?
There is however something you can do. And that is to stop sweating yourself. Learn to take a loss, if you don't want to play serious. Your MMR will adjust and put you with people that are more on that level.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660003#Comment_3660003
Because its a crutch for M1 killers too, though I use 'crutch' lightly because there's nothing wrong with utilizing something to win if its in the game.
And to re-clarify, I'm specifically talking about BL1, the rest of the mechanic, while a band-aid, is fair enough to not be a problem, especially since its the only way for killers to combat strong loops/buildings.
I dislike the fact that killers get Bloodlust even on unsafe loops because the timer is so short for it, so I think BL1 should get removed entirely and the rest of the mechanic should stay as is, the biggest problem is that BL1 makes 50/50 loops 80/20. Most killers refuse to even play those pallets, which is reasonable since they wouldn't want to risk a stun and can take a few extra seconds to guarantee a hit instead. I just think the cost is too light for that gameplay and I'd like for it to be more punishing to ignore pallets/windows in unsafe loops.
I personally think bad killers have too many buffers to make up for their lack of skill at the moment, these buffers were necessary in the past as I stated earlier, but now its overkill and definitely contributing to most matches feeling miserable. BL1 is definitely one of these.
It's not really a crutch for M1 killers either. It's a safety measure in place to ensure that a killer will get a hit at some point. It's not hard to delay a M1 killer enough to make them build up BL 1. A single pallet, window or exhaustion perk can buy you that much time.
Removing BL 1 would remove the extra edge that M1 killers get after these things, which would mean that a survivor can still loop like normal even after that. That is enough to buy you another 5 seconds before you need to drop the second pallet. Worse yet, it will lead to more killers having to rely on BL 2 and BL 3 to get hits.
Most loops are safe enough that even in BL 1 they can still be used perfectly fine. Look at most filler pallets, main buildings, LT walls (if you're good with them), shacks and jungle gyms. Survivors have check spots on most loops where they can simply wait to see what a killer will do and then react. Meaning, while the killer is trying to mind game, the survivor simply reacts. This means there actually aren't that many 50/50s for M1 killers. With BL 1 they can at least try to brute force the pallet out of the way, which is the more effective way to play most of the time. After all, why mind game for 5 seconds, if you won't get any advantage out of that anyway but end up losing time? You'll have to get the pallet out of the way regardless and in most cases you don't get a hit as long as the pallet is still up.
If maps were more fair or M1 killers had some different mechanic to fall back on when mind games can't work, then we could remove bloodlust completely. But that is not the case.
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Most people expect Pentimento to be paired with it, so they'll just focus on pushing through despite Plaything.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659990#Comment_3659990
Yes, if you are bad at M2 killers then this nerf will affect you.
But that is the point. This should be a nerf to bad players because it is an unnecessary crutch.
It was justified with pre-nerfed maps and old chase perks like DH and MFT. But in the current state of the game there's no reason for BL1 to exist and it just minimizes skill expression and makes every unsafe loop a free hit.
M1 killers being bad should not be a justification to leave badly designed gameplay elements untouched. And based off of recent stats it doesn't even look like M1 killers are doing that bad overall on top of the fact that a lot of killers have been receiving buffs.
If you are bad at M2 killers, than you only play M1 killer with BL. Is that really an issue? You'll still perform pretty bad. I don't consider something that makes you weaker than normal a crutch.
You don't argue against M1 killers with BL being too strong, so how exactly would a M2 killer, that actively nerfs themself because they don't use their power, be a problem? They only get the same result as a M1 killer would, which is widely considered as pretty bad. If you could explain this to me in more detail, I would very much appreciate that but so far it seems like a straw man to me, similar to STBFL on M2 killers. Why would it be too strong for a M2 killer to nerf themself and perform worse than normal?
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@TieBreaker said:
My guess is that it's because it would eliminate some of the creativity for survivors, making gameplay more stale than it already is. Things like the CJ Tech would no longer work and you'd never see a killer accidently vault out a second story window.
Technically CJ techs are exploits. The devs have started to fix exploits for the purpose of fixing exploits, no matter how much of an advantage they grant or how much counterplay they have, so this should go as well. Otherwise it's inconsequential and one might call it hypocritical.
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@WolfyWood said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659943#Comment_3659943
By that logic Eruption/Overbrine should've never gotten nerfed because Trapper and Pig rely on slowdown more than Blight and Nurse.
With the difference that killers, who don't need BL, don't get BL.
A Blight that is going for BL is playing less effective than, if they played normally and it is reset every time he uses his power. The same applies to Nurse and other M2 killers. So I really do not see the issue.
M1 killers easily get BL 1 just from survivors holding Shift + W because it already takes them so long to catch up. It's only natural that they would get extra help in chase after that. There is no mind game against Shift + W and M1 killers have no way to counter it other than STBFL, which takes a lot of time to build up and was recently nerfed.
BL is mechanic that doesn't affect the strongest killers in the game because they constantly use their powers. And if they aren't, then they're only playing M1 killer, which even with BL is not great. All you need to do, to get rid of BL is either to bait them into using their power or to drop a pallet and have them break it.
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@SuperCop said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659604#Comment_3659604
That's how I feel rn. 😕 I'm Normally pretty chill, generous etc. If killers had no kills often I give them 1 at the end. I don't T Bag etc. Unless it's warranted like wronged me first, although sometimes it's also to make a derpy exit, accepting my fate and such.
I did back killers quite a bit saying time and time again Gen rushing, and I don't mean normal gen, but all the boosts that could reduce down to literally 2-3 minutes were an issue too.
Just, even if I bring stupid meme build. Gens normal speed etc. the tunneling still happens.
As for what's given, work on reducing Gen rush squads, put bp back on bbq chili. I feel like removing that was a huge mistake.
I agree I don't want survivors to abuse it or become invincible, just want matches to actually be enjoyable for everyone.
Thank you for understanding the frustrations of survivors and taking the time to respond.
The BBQ BP incentive would not be sufficient to stop tunneling. Sure, people love extra BP but they love winning even more. And the people that tunnel from the get go typically want to win. So this would not have any effect on them.
Tunneling and gen rushing enforce their respective other but they still happen even when their counterpart is not in play. Mostly because you cannot know how your opponent will play until you see it. You can't really do chests and totems first and then switch to gen rushing when the killer starts tunneling and the killer can't go for different survivors until they lose 4 gens and then start tunneling to win.
This is a hard issue to tackle because everything that disincentivises tunneling or incentivises spreading hooks could have major balance implications and both would need to be carefully balanced and adjusted to prevent people abusing these as much as possible.
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@OneAutumnLeaf said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659607#Comment_3659607
boons need to be removed entirely they are fundamentally unfair and unbalanced, go against a full boon squad on leerys and mdiwch then tell me they arent strong...
I did not say they weren't strong. But the only boon perk that was problematic was CoH. The others are fine.
This suggestion would make them useless. They would be in a similar spot as hex perks but worse since they first need to be set up and have weaker effects.
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@Vorahk08 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659604#Comment_3659604
I also think we should buff DS, even going so far to make a weak form of it basekit, given that it's a licensed character perk. A lot of killers seem to use tunneling as a crutch to avoid learning other skills as killer that would make them more efficient. I'm not saying that every killer that tunnels is guilty of this, because sometimes tunneling seems like the best option available, but I think there's a large contingent of killer players who tunnel for this reason.
Your last point about some survivors is really true, though. There's a large number of players on the survivor side (solo or in groups) who seem to get more joy out of intentionally ruining another person's play experience than just playing the game and winning. I feel like the hardest skill to learn when playing killer is actually to learn how to handle these people and not let them ruin the role for you. I've struggled with this sometimes.
Edit: Edited for clarity.
I definitely agree that an anti tunneling mechanic should not be locked behind a licensed perk. The 3 seconds DS could be base kit and BT (the perk) could let you lose collision with the killer for 20 seconds instead of granting Endurance, which would also grant it great synergy with OTR. Both of these combined would make for a very strong protection against tunneling.
I agree that tunneling is often used as a crutch but I cannot really blame anyone but the devs for this flaw in game design. I am of the philosophy that in order to win you should play smart, not hard (because the alternative is a bottomless pit). And tunneling sadly is the smart play. However, this can and should be changed.
This last part does not only affect survivors but it seems more common on the survivor side (probably because it's a 4v1). It is an unfortunate truth that all of us can only fight toxicity on an individual level. The best one can do in such situations is to remain positive, remember that it's a game and then kill these jerks with kindness. That and to report the people that take it too far.
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I don't think boons are strong enough at the moment to warrant this. So we would need to buff them in return, which becomes problematic for killers who can't just go look for the totem.
It would also become extremely disgusting when survivors can play around Plaything for example and ignore the totems but then you can destroy them yourself to get Pentimento.
So this would cause more issues than it would solve. The first part is especially hard to work around. Because maps and killers have a big impact on the effectiveness of a boon and therefore Shattered Hope base kit too.
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This has been thoroughly discussed before and I agree, that there should be some kind of base mechanic to preven hard core tunneling. However, this would need to come with some strong restrictions because this basically allows a survivor to become invincible. They cannot be hooked but they can still Interfere with the killer. Meaning, the killer would be punished regardless of how they play when that is not done properly.
On top of that DS should go to a 7 seconds stun with further restrictions. But this would also need to come with a compensation for killers. Which is a discussion that many are not ready to have. Tunneling is the most efficient play style. But that is not the reason why we want to nerf it. It's very unfun to play against. But the killer's strength level should not rely purely on what survivors consider fun.
So what do we give the killer in return as a reward for spreading hooks? It would need to come with a slowdown mechanic. But that could be insanely strong and damage the fickle balance the devs have built over the past 7 years.
One more thing though. Tunneling is not the reason why survivors become toxic. Some people are dicks. That's why they will try to make their oponent miserable. You could be the nicest player of all time and they'd still be rude.
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It's not great but it's better than it used to. It will become an issue again for new players but I'm not sure how to fix it.
My main complaint right now is how long it still takes to spend BP. Let's say the average bloodweb takes you about 10 seconds. Than 1 prestige level takes 500 seconds = 8.33 minutes. That's bad but manageable. However, if you want to take one character to P100 it takes approximately 50,000 seconds = 13.89 hours. You won't spend 13.89 hours at a time levelling one character but it's still pretty bad considering how much that actually is. That's more than a complete work day and you will spend it doing nothing but clicking through bloodwebs. And that's if you're quick.
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It can work pretty well in some builds but it's not something I'd use every game.
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I haven't used it yet myself but I can say that it's not incredibly strong. As @Caiman said, it allows you to make a little more distance but it's more gimmicky than actually strong.
Although it can be quite annoying to play against.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659185#Comment_3659185
Learning Billy through 1v1 is a great way to get grip on and against him. He will never be my best killer by any means but he is fun nevertheless.
In other words, the 62,5% on Billy right now (NL), is indeed 50% win, 30% loss and 20% draw? I am not missreading or missinterpretating it? If that is the case, how does someone come to the conclusion, that 50% win is the optimal ballanced way? I will never get that. Killer win 50% and only loose 30%. And survivor plain and simple loose 62,5% and only win 37,5%.
Whatever, the devs want to stick with that, and i guess there are only 2 options for me. Deal with it or leave the game.
That is not what I said. I tried to explain why I think you can't really balance around a winrate. Wins aren't unequivocal. Kill rates are. So it makes more sense to me to balance around that.
In the case of Billy, I think it just takes a bit more time for survivors to learn how to play against him again since they get less uninterrupted practice than killers do and they can only learn to play against what they actually face. For example, if you were to play against more mediocre Billy players, you wouldn't learn how to play against all the things that a more experienced Billy can do.
There is a third option to go on. It's to think less about escaping / winning and more about having fun. It sounds obvious and of course you could apply the same to killers (which I often do) but it's an effective way to keep enjoying the game.
Just because you lost doesn't mean the game wad bad. Maybe you had a few good chases or you found out something new. Maybe you found something that you don't know yet how to play against. I try to focus on these things above all else (apart from when I try a streak, which I've done twice so far) and it has helped me keep a more positive attitude towards the game.
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@[Deleted User] said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659254#Comment_3659254
My highest survivor is 36 so I can't talk from my own experience. I watch a number of smaller streamers who have multiple survivors at P100 and they never seem to get targeted more. Before anyone gets upset with me I'm not saying that means it doesn't happen or people are making it up but I do wonder if it's sometime a case of if you think it's going to happen so you get super sensitive about it. It's not like coming across a killer that tunnels is an uncommon occurrence for any player.
I think that might be part of it. Sometimes you think you are getting tunneled even when that's not quite what happens and then you connect the dots and blame it on you being P100.
It's probably not everyone but we have a bit of a habit gaslighting ourselves into thinking the craziest things.
@Pulsar said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659254#Comment_3659254
It also seems very unintuitive to me, but people can't be counted on to be logical in DBD.
They probably figure that tunneling is strong enough that they can manage it, even against someone good.
But yes, toxicity gets thrown at me and it's usually pretty clear it's because I'm a P100. Heck, I've had streamers flat out call me a, "P100 (slur) no life"
Ok, that's rough. Sorry to hear that.
I really don't get it. It's not like P100 survivors are anything that special. It just shows that they really like that survivor, which is good for them.
When I saw the first few P100 survivors I was kind of excited to test my skills against them but now it's just very normal survivors with P100 and seeing how apparently killers also dodge lobbies against P100s I don't understand why they would be tunneled.
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Yes. I have no doubt about that. Maybe it's fine with enough slowdown but I have so many short matches that it's quite hard to enjoy the game at times.
Back when survivors ran 2nd chance perks we had a different issue. But at least it didn't leave me feeling like I had no possible way to get anything done simply because I didn't have slowdown.
Both sides need some adjustments to make games go a bit longer and slightly reduce the impact of specific perks. I don't think slowdown perks should become completely obsolete but when matches end in under 5 minutes, it feels really bad.
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@Pulsar said:
Well, I made the mistake of being a P100, so pretty much everyone seems to hate me
I don't have a P100 survivor but is it really that bad? I keep seeing people claiming that they are always tunneled out when they play their P100 but it doesn't make sense to me.
If anything, wouldn't the killer try to avoid them and go for someone with lower prestige because they might be worse? I really have a hard time believing this is actually the case because it seems unintuitive to me.
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The idea is that survivors can progress their objective when they aren't sitting on gens. This means the killer is less likely to find them.
However, Weaving Spiders cannot be balanced with this effect. Remove the downside and it's still bad. Turn up the charges by a lot (so it actually becomes useful) and it'll be overpowered.
I blame that on the nature of Invocation perks. The devs clearly wanted these perks to be high effort high reward but this doesn't work. It would be better, if Invocation perks worked more similar to boons and would grant smaller buffs after stepping through an activated circle (with 5-6 circles scattered around the map). This would also allow for more freedom in perk design and could potentially add a much needed strategic component to the survivor gameplay that doesn't rely on communication.
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@Ariel_Starshine said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658743#Comment_3658743
Because if the killer isn't keeping pressure right or as the other poster said, keeping order, what else is there to do? Like, we only have one objective lol.
Guess I'll just stand around and admire the scenery next match. I'm sure that'll go over quite well. Maybe take a little stroll, take some screenshots.
The same applies to the killer. Both sides have only 1 simple objective and it's best achieved by rushing it as fast as possible.
The survivors' objectives isn't farming BP but escaping, which requires them to finish 5 gens and the killer's objective isn't to hook but to kill, which requires winning before the survivors win.
Both sides have a massive problem with how fast they progress the game and both sides need some nerfs to these play styles.
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Doctor: Scrapped Tape: Extends the duration of all status effects applied to survivors in Madness tier 2 and 3 by the killer by 15%.
Hillbilly: Cracked Primer Bulb: Permanently deactivates Overdrive but grants 100% extra BP on chainsaw hits.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658931#Comment_3658931
Maybe he will drop, people will learn (or relearn) to play against this killer - on the other side, Billy players will get better. We will have to wait and see. I still love him, on both sides, even tho i think he is a bit overtuned.
But my point was not Hillbilly specifically, rather his Winrate on NL as an example. And my question was serious: Am i getting those numbers somehow wrong? Because, like i said, with 62,5% killrate, he sits on 50% winrate and only 30% lossrate. And the crowman claims this is straight up ballanced. Not in a "killer has to have a higher winrate because he should be terrifying" or anything like that - just ballanced. For me, ballanced would look like 40/20/40 or something similar and not 50/20/30.
Learning to adapt to a killer after a rework is always easier when you play them yourself. You get to practice 10 games in a row. For survivors it's not quite that easy. You may see a few more than usual but there will still be other killers you face, so it takes a lot longer.
Considering that the devs cannot possibly balance around a win rate, I think that a 60% kill rate is mostly alright. Think of it like this: I could have a 60% win rate (all 3ks) and 40% losses (all 4 escapes). That would still leave me with a 45% kill rate.
On the other hand I could have 60% 4ks and 40% 1ks, which would leave me at a 70% kill rate. It's too inconsistent to use it for balancing.
The win rate matters less than the escape rate. You could die as a survivor but technically still win. So it makes sense that they'd try to balance around a kill rate instead.
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@BugReporterOnly said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3649483#Comment_3649483
Still happens on some maps.
I know all the maps in the game fairly well and I seriously can't think of a single one that has this problem.
Name some of them please. I would love to be educated on that.
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If the killer plays nice, then they have the same experience that the survivors have when they tunnel.
One big flaw of this game is that killers only have the objective to kill. It doesn't matter if get 8 hooks, as long as no survivor is dead, you still got crushed according to the game. The full meta Blight that camps to get one kill is considered a better killer than the perkless Freddy on GoJ thag got 8 hooks but no kills.
If I still gave a crap about my MMR, I would probably play a lot more serious too. It's more fun for me to lose against better players than it is to stomp a bunch of babies.
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Wraith. He doesn't just hate me, he's cheating too. I swear every time I get chased by a Wraith all the pallets on the map disappear and they only come back when I'm on the hook.
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@xEa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658518#Comment_3658518
How do you come to that number?
When we look at Hillbilly, who is roughly at 62,5% on NL, he is loosing less then 30% and winning close to 50% of his games.
Am i getting something wrong with the stats?
I'm pretty sure his kill rate will drop a bit over the coming months. He got so many changes that he's basically become a new killer altogether and survivors need a bit more time to adjust.
I still see people treat me like old Billy, knowing full well I am in Overdrive. It doesn't work like that. You now actually have to play the mind game and watch out around certain loops. Once that happens, his kill rate will adjust.
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Demo, Billy, Huntress (I love playing against Huntress), Bubba, Oni, Wesker and for some reason Myers.
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@Clee said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3658269#Comment_3658269
The killer sets the tone. If I recognize that a killer is playing "nice" then I am damn sure going through chests.
Can't go through chests if killer is tunneling you out
Yeah, I could say the same thing about survivors. That might be true for a select few individua players but that doesn't change the fact that killers lose 3 gens in 90 seconds and will tunnel the first person out immediately.
Neither killers nor survivors know how their opponent will play in a match until they see it. And if they play "nice" until their opponent doesn't, then they'll lose. This is why I stopped ignoring the first survivor I hooked. Having one guy on 2nd stage early allows me to play a lot more ruthless, if I have to and turn the match around as a result.
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Relatively low risk for the highest possible reward and it's a lot more effective than the alternative. Similar to how survivors don't go for chests or totems, killers often focus on one objective at a time to increase their chances of winning.
It doesn't feel great but I can't blame either side for trying to win. It's only natural.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3657490#Comment_3657490
I mean, is it really a problem with Pigs Traps and not maybe with your playstyle when you dont get a Down while 3 Gens get done?
Pig is still a M1 killer. And last time I checked M1 killers still couldn't fly. What mind game do you propose Pigs use against pre drops and Shift + W?
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Signed. They add nothing to the game but annoyance. You can't hide in them, you can't hide behind them and the chainsaw gets stuck in those twigs.
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Unlikely. Even on a good map with a good killer and good rng, that is close to impossible. You are simply outpaced.
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Dredge: Not really. I just see a turkey.
Singularity: Meh. I guess it's kind of creepy that it's a cold and ruthless machine that literally tries to enhance itself by absorbing your body but I keep thinking it would look so damn funny to trip it. Like, run up on it and kick its legs to make it trip.
Unknown: It's more goofy than anything else. I saw the ingame portrait and started laughing. It only got worse when I saw the actual thing. The worst is the pallet break. How am I supposed to take this thing serious? I just wanna poke it with a stick and see how it reacts. Or throw a pebble at it to see, if it'll fetch.
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What? He now actually has 3 good addons?
This is great.