Xernoton
Xernoton
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Interesting idea. Well thought through but I'm not sure how it would hold up in a 3-4 gen situation. Often enough in order to break these the survivors need to split up on gens and go at all of them at once. The reduced gen speeds might make that even harder than it is now.
I could be wrong though. Would definitely be interesting to see how it feels.
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@tippy2k2 said:
I'm still mowing down survivors like a hot knife through butter
I must be playing a different queue or something because I'm not running into any real trouble murdering survivors like so many of these threads
Respect. Do your matches feel any different than before? I'm trying to find out how much the HUD actually changed when it comes to balancing. So I would really appreciate any insight you can give.
Many killer players (myself included) feel a difference in their matches. My matches have been mostly losses. I randomly tracked 10 of my games in a row and noted down average match times and kills. I got 7 kills (out of 40, so yeah, pretty bad) and an average game time of a bit over 6 minutes. I'm not sure why that changed so suddenly, granted I didn't really change my play style or perks. So that's why I guess it is probably connected to the new HUD.
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@Canas said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338521#Comment_3338521
I used several perks but refrained from using Eruption since I get very little value out of it due to gens popping before I'm even able to down someone. Here's a list of the perks I used on my killers in various combinations:
- Call of Brine (never took it off)
- Corrupt Intervention (only on Plague)
- Deadlock
- Nowhere To Hide
- Brutal Strength
- Enduring
- Bamboozle
- STBFL
- Rancor
- Sloppy Butcher
- Shattered Hope
- Terminus
- No One Escapes Death
Thanks. Your perks seem to be more aggressive rather than destined to hold a 3 gen as well. I mostly run different aura builds. Let's give it a bit of time and see how BHVR react. We somehow managed before 6.1.0 as well.
@DBD78 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3338352#Comment_3338352
What do you mean? How can they balance the game if solos won't have the info SWFs do? SWF also knows the location of the gens being worked on, so solos should also be able to see in which area the gen is somehow. Or where injured survivors are so they can get healed. SWF still has many advantages over solos so solo players need more buffs.
And you do understand that they want a 60% kill rate so killers will also be buffed. In no way could you defend SWF being so far ahead of killers? And the only way to fix it is to put solos as close to SWF as possible.
Geez how do people not understand that solo buffs are very good for killers? Or do some killers like playing against all these very strong SWF teams? Or do you really believe they will leave killers behind SWF and solos after they fix solo surviving? Not going to happen!
I agree that the game should be balanced around one standard that is somewhere near the level of SWFs. However, I'm not sure that adding unlimited Bond and maybe even aura vision on the killer as long as one survivor has a line of sight is good idea. SWF have that information anyway, yes, but how exactly can you balance around this? Trapper will stay Trapper. He will never be Nurse. The same goes for other killers as well. Adding more and more power-creep in hope that it will somehow even out eventually is unlikely to work.
I also don't like the idea of everyone running around with what would had been 2 or 3 different builds a year ago simply because there is X amount of perks base kit. Maybe thats just me, though.
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@Canas said:
I've been collecting data from several matches since the last patch dropped and noticed an increasingly worrisome trend: matches have become VERY survivor sided. It's borderline impossible to have a normal match as a killer anymore, literally every single survivor group is comparable to a SWF sweat squad and gens pop at rapid speeds. I also see bp incentives for killers seemingly throughout the day, that's how bad things have gotten.
You want some pics? I got pics.
https://us.v-cdn.net/6030815/uploads/SZMKSTDXCYTL/playtime.png
This is my profile; I currently have over 2600 hours on DbD. I've been playing since 2018, mostly as killer.
https://us.v-cdn.net/6030815/uploads/4DJLM9XTECBZ/last-18-games.png
This is a compilation of recent matches, 18 of them in total. I've been playing as Knight, Legion and Plague in those games and it's been one loss after another.
Some of these matches even featured players with hacked items (yellow flashlights with instablind capability, being able to blind from behind the killer) which has drastically lowered my enjoyment of the game. It's plain torture, not even camping seems to work against these teams.
Everyone brings Adrenaline and Dead Hard, every single survivor is playing at maximum efficency and chases take so long that half of the survivor objective is done when I finally hook someone. The constant information buffs for survivors have created a gap that's so vast that most killers can't even cross it anymore, it feels completely hopeless.
I urge you to revert these HUD-changes, survivors should NEVER have this much information to begin with. The killer entirely relies on survivors mostly lacking coordination and stumbling around; you've put this important aspect entirely on its head and enabled survivors to make a mockery out of killers. This cannot go on.
So it happened with your games as well? If you don't mind, what perks were you using? I had a very similar experience of me getting curb stomped by default but figured it might have something to do with me bringing no gen defense and playing nice (no tunneling / camping). I made a post about it too and it seems that this is a trend for quite a few players. I'm honestly curious what killers will get in return because this HUD change clearly happened to have a much bigger impact on the game than (at least some of) the devs expected.
I don't think killer is unplayable, though. Just a whole lot less fun. Hopefully BHVR won't take too long to think of something for killers now that SoloQ got their 'QoL' improvements. Base kit Lethal Pursuer would be nice. Maybe even 50% base regress instead of 25%?
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Knights guards can also miss attacks. They automatically despawn when that happens.
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I agree. Eyrie is not as large as before but that just shows that there are more issues with current map design. Like, how is it ok that there are still so many strong loops all lined up? You break 4 pallets in a corner of the map only to find out that there's still another 5 left in that same area.
@Gandor said:
What about finally fixing midwitch?
The map needs fixing for a years now - longer then whole eyrie of crows even exists. Or is it only maps that favor survivors that needs to be looked at?
I'd be happy to see some small tweaks to Midwich. Some weaker loops could use a buff and actually being able to hook survivors would help with slugging as well.
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There's a bug with breakable walls as well. When that breakable wall is near an elevation you cannot break it with the Hillbilly's chainsaw as you will bump into something invisible instead. Same thing happens after the wall is broken. Funnily enough you can pass from the other side with no issue. I noticed the same thing with Bubba, though less consistently. Might also affect other killers.
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The first time I played Billy, missed a chainsaw on the Meg and instead hit the Ace, who was an absolute god-tier looper.
I was like: "Yeah, I definitely meant to do that. I didn't just f up my chainsaw at aaaall."
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It's got a bit of the Eruption-Syndrome. DH being too strong is besides the point just like it is with Eruption. Though, both are extremely strong. The real problem is that people hate to get hit by it, so they need to find a way to counter DH. That counter is waiting behind the the survivor and watch them run in circles until they finally use it. That's not fun. The killer wants to end the chase when they get 2 hits (just like it was intended), not playing around a perk that might or might not be there, forcing them to wait for X seconds. A survivor doesn't want to stop doing gens because the killer kicked this one earlier and might or might not get a down in the next X seconds.
TL;DR: DH has very unfun counterplay and will never be anything but a nuisance to go against.
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This is exactly why I don't come into any streamer's twitch anymore.
Had one TTV and their friends (I assume) calling me slurs, pathetic stream sniper and a crybaby because I gave up after a few minutes when they sent me to Garden of Pain and brought 4 BNPs (by the time the last gen was 99ed btw). They wouldn't let me go and instead swarmed me, teabagged, spammed notifications etc. So I went to a corner of the map and waited until they'd finally leave. I still wrote "wp" in EGC and noticed that one of them was a streamer (checked their profiles to see how many hours they had) so I went to their stream and said that they played well but the offering and harassing at the end was a bit over the top. Never again.
If there's a streamer just play normally, ignore the EGC at all costs and do not come into their twitch.
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@Aven_Fallen said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337869#Comment_3337869
I am curious, what will be the excuse of Killers when the Kill Rates are not much affected?
Because aside from now knowing that my teammates are really inefficient, nothing really changed.
I really doubt the numbers will be the same. Over the past few days to me playing killer has felt a lot harder than over the last 2 years. My kill rate dropped significantly. I don't use slowdown and I play nice but that also means I'll lose 3 gens in the first 2 minutes of the game (used to be 1-2) leaving me with maybe 2-3 hooks at 2 gens. Maybe these guys were all just cracked but I honestly have no clue. I barely had a chance to interact with them after all.
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Nope, you definitely shouldn't. WoO is arguably on the verge of being too powerful already.
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Jeryl. I could never kill that creature.
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I think the time when this game was supposed to be a hide and seek is long gone. We have moved in a more competitive direction after all.
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@M1_gamer said:
Its pretty sad to see the state Freddy is currently in. He has one of not the most boring power in the entire game. Hes not really fun to play as. (love playing against him eventho its been so long since ive seen him.) hes IMO the most neglected character in the game. Wish my old main could get some love. A more interesting fun power, redesign and some cool cosmetics would be nice.
How do you feel about his current state?
The most neglected character in the game? I don't know about that. Twins have a game breaking bug and then there's Haddie.
However I agree that he is in dire need of a rework. I'd take his old power over what he has now because it's simply boring. He doesn't have a high skill ceiling because there isn't much you can do with him and everything he does someone else does better. His anti-loop is a watered down version of Clown's, Sadako has a superior teleport (and there would also be Dredge) and his side gimmick is the worst in the game. Sadako's condemned, Pinhead's box and Dredge's nightfall are all way better.
The only things he has going for him are the unique visuals and his animations. These are weirdly satisfying.
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Favorite: Billy. Chainsaw go Brrrrrrrrr. I just love him. He has a high skill ceiling, can be played in creative ways and is mechanically demanding, so you always get better.
Least favorite: Oni. Something about him feels off to me. I always want to barf when I use his rush.
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I would consider myself a somewhat decent Nurse and I still lose to solo players. Saying that players with such absurdly high win rates are only 'decent' is an insult to all the survivor mains out there because that would make them bad at the game.
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The amount of pallet campers and pre droppers seems to have increased as well. That's what happens when the game can be finished so fast that your resources are basically limitless. There is no such thing as creating dead zones when there are 4 pallets in a corner of the map. I used to hate playing around shack (for obvious reasons) but now I'm glad when someone tries to actually loop this godawful thing instead of vaulting the window once, pre dropping the pallet and Shift + W to the next 20 pallets.
When I started playing this game (2 years ago) I wasn't too unhappy with getting a few strong pallets out of the way early even if it meant my chase would go a bit longer but now I just can't keep up anymore. The pacing is so much faster than back then and I don't run slowdown. Before the 6.1.0 patch I did a streak on one of my mains (Doctor) with STBFL, Zanshin's, Brutal Strength and BBQ. I got to 37 wins without addons because people actually had to do good in chases. Now I lose by default when I use this build because pre dropping pallets buys enough time to 5 finish gens easily.
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@Piruluk said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3337184#Comment_3337184
The problem is that you can't buff m1 killers as long as Nurse and Blight around.
You can, actually. Nurse wouldn't benefit from Trapper starting with 3 traps and a second ability. You just can't do another 6.1.0. What we need now are more specific killer buffs. That means looking at the killers that are currently underperforming in one way or another, finding the reasons why they can't keep up (mostly lack of mobility and power in chase) and adress these issues for each killer.
Some killers need reworks (i.e. Trapper, Freddy), others a few buffs (i.e. Clown, Wraith) and others again only need a few QoL improvements (i.e. Billy, Twins).
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@squbax said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336763#Comment_3336763
I disagree or agree, if we think of bullying as flashlight squads I fully agree with you a good billy will dunk on them always, however if we are talking the bully time of team that has the objective to make the match as miserable as possible while still beating you (they are good), billy will get devoured, he is easy af to counter in most maps and there are certain techs you can do to mess with his power and stress him, seen a ton of comp billies get eaten alive by good teams.
Sad reality.
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Playing without slowdown now almost guarantees a loss as a killer. That's not a nice feeling. They will have to something because the current game speed just outpaces half the killer roaster by default.
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This has nothing to do with MMR. I was worried that DH wouldn't stay down for long. At this point there is only one solution. Kill it!
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I don't think that's a good idea. We're already at a point where players can always bring strong addons and items without worrying they might run out of them. Increasing this even further would make the game feel absolutely horrible for anyone who doesn't run the strongest stuff every game. Losing before the match even starts is not a nice feeling.
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Play basement Bubba. They'll thank you by reciting every single page for you.
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@Reinami said:
https://forums.bhvr.com/dead-by-daylight/discussion/363523/my-problem-with-deadhard
Make it only work on basic attacks.
So the strongest killers don't get affected by it but the weaker ones still suffer? Nah. That's not a good idea.
They should completely rework the perk. A third health state on demand will always be problematic.
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Borgo is not an ideal map, that's for sure. There are too many pallets and the gen spread is anything but fair. The overall color scheme on this map is a bit hard on the eyes because you don't really notice anything highlighted in red. How am I supposed to see red scratch marks and red blood on a ground with a somewhat redish lighting?
But it's the first map after the Coldwind reworks that isn't horrible for Hillbilly. Once you memorize the layout you can actually use the map mobility and some loops have collisions that somehow fit their shapes. I know I'm not making a strong case for this map but at least it's nowhere near as bad as Garden of Pain.
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@Chocolate_Cosmos said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336607#Comment_3336607
I see more Billy then Demo. I don't know why people who own him don't play him that much since he is quite fun and very balanced / decent power Killer.
Because he feels weak. In theory Demogorgon is perfectly good killer but he just doesn't perform too well. Add in that he doesn't have the greatest addons either and you see his limitations. He truly is jack of all trades, master of none.
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I love playing against Demo and Billy. Both are rare though. I'd like to encounter Twins again. I've seen them 3 times (I think) in 2 years.
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I think this is exactly how meme addons should work. Open up an alternative and also viable playstyle while also nerfing the 'normal' play style. It makes the game less predictable and stale. But instead we have addons like the Speed Limiter, which are completely worthless because you get stomped so hard that the extra BP don't matter anyway.
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They were happy with the last official kill rates, so that's why we didn't see any changes to killers since. With the new HUD and base kit Unbreakable, that will come at some point, the scales will shift again. They will react to it eventually with some killer buffs. I just hope that it's not gonna be another 6.1.0 where we completely ignore the core issues and randomly buff some numbers.
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@Desteriaa said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3336177#Comment_3336177
They are common perks on both sides.. Eruption, call of brine, pain resonance, Noed are very common for killers. Its just hypocritical to only complain about one and not the others.
I know that there are perks you will see this often on both sides (and btw I hate pretty much hate all of them but CoB, because this one didn't change one bit after its release, meaning its popularity only comes from synergy). That doesn't make it ok that you have to play around perks that might not even be in the game. Killers will wait out DH as long as that survivor is not exhausted because if they go for the lunge DH is incredibly easy to use. It has the same counterplay Eruption does and EVERYONE hates Eruption. Wait it out. You don't know exactly when it will hit but you can wait it out. This is not fun for either side. It's not fun to wait next to a gen because your teammate might or might not go down any second now. It's not fun to run into the survivor, watch them perform a dance that even professionals would be envious of (or maybe it's just constipation), sniff the sweat on their backs and then swing to get hit by a DH anyway.
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I don't appreciate how common DH is. I don't like how strong it is. I hate its counterplay.
Other than that, I'm fine with it.
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2 months... It's been 2 months.
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I'd put Ace in the same tier as Steve. I don't know what it is with this guy but he somehow seems to transform survivor players into d*cks.
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This is a good summary but I would like to add that there are some killers that just feel clunky and are frustrating to play as.
Something elseI I find frustrating is a consequence of the BP inflation we have now. Every killer could run the strongest addons and ever survivor could bring the strongest items every single game. You will never run out because there'll be another one in the next blood web anyway. Playing chill results in super short matches because the other side will always be able to stomp you with their preset loadout.
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I typically don't tunnel but I know that I lose a lot of matches because of that. With all the items and my lack of gen regression I lose a lot. Tunneling would maybe help me compete but I'm not in the mood to even try at this point.
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Not the babies!
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Is this the right time to call skill issue?
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@EntitySpawn said:
https://us.v-cdn.net/6030815/uploads/SYIJPZ7S5J4O/20230203-172141.jpg
No perks, no addons on badham and get this. Wonderful community, entitled children.
Maybe I'll do these posts daily till BHVR start sorting this stuff.
The easy solution is to not play Blight then, right? Maybe play basement Bubba instead. I bet they'd really appreciate that.
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@Blinckx said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334248#Comment_3334248
I know and I'm totally in favor of extreme tunneling and all other tactics but it's BHVR's fault that they see a huge buff as a simple QoL without thinking about the consequences. I laugh at those who think that, after such a heavy change (as far as I am in favor of this change), there won't be even more aggressive playstyles.
The change in itself is right and dutiful and also necessary but it should have been accompanied by an opposite balance, for example Corrupt Intervention basekit or other changes, this was not the case and now, slowly, every killer will come to the sole and logical conclusion that he must start tunneling/camping/slugging from the first moment of the game and without any respite if he wants to be able to win, especially if he uses an M1 killer or a weak killer ( sadako ? Freddy ? )
This is exactly what I wrote in another post. This update is indeed a QoL change, however the information does correlate with strength as well. There is no denying that. That has always been the biggest strength of SWFs. Now with this update we will see a shift in scales. How much I cannot say but I doubt the 60% kill rates will still be a thing and I predict the kill rates for slower pacing killers to be way lower.
Buffing SoloQ efficiency will prove exactly why killers complain about 'gen rush'. The game can easily end in less than 5 minutes. With some of the lower tier killers and even mid tier killers you're happy, if you can get a hit in the first 60 seconds of a match. Efficiency is a killer's biggest weakness. They aren't really supposed to tunnel, so there is anti-tunnel perks. With BT base kit we cleared up space in the survivors's perk slots as well, which allows for another Prove Thyself, CoH or whatever. Creating dead zones is a thing of the past. I remember starting to play the game and not being to unhappy with giving up a hit for a few pallets. Now this isn't enough anymore. The game will long be over before you can get through their resources, which leaves survivors's mistakes as the only option for most killers to somehow slow down the game. Camping is countered by gen efficiency and Reassurance. Hit and run doesn't work since CoH and it's gotten worse with the inflation of items and addons we see. Normal chasing is not enough. The killer can't magically go through walls (except Nurse) to make the chase end quicker. All of this means that killers find themselves with a lot of options, all of them being bad in their own way. Tunneling, however is the strategy with the most potential.
Though, I don't think BHVR will let it get to out of hand and eventually react with further killer buffs. Maybe they'll even realize that 25% base regress is absolutely abismal and nerfing perks that encouraged more healthy play styles without other incentives for those isn't a smart choice.
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Every blue moon you'll find survivors that should never be matched with you because of how obvious the difference in skill and experience is. I tend to play nice, give them a bit of extra time to recover here and there, ignore people that are dead on hook, give them an extra chance when the game screws them over (for example hitting through a pallet) and ultimately let them leave. It's not their fault they had to go up against me and it feels better for both sides to have a nice and chill game instead of demolishing a team of less experienced players. I had many pleasant interactions with these people in EGC as well with some of them even giving me tip of patterns that they realized on me.
I remember one guy that didn't really know how to loop and was obviously struggling with the map layout yet realized some kind of quirk I used to have that gave away when exactly I was going to go for a curve as the Hillbilly. Apparently my camera movement became more frantic as I tried to get in position.
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If you wait, they'll spin into you a few times possibly breaking their ankles while doing so, moving in ways that can best be described as the product of a brain short circuit and the realization that this last bottle of booze was a bit too much with you running after them like an old man with alzheimer's, who forgot what he was even doing until you finally snap out of it to create a bluetooth connection to their brain in order to read their minds and after successfully learning about their lineage, legacy and OnlyFans you decide to screw it all and just go for the hit anyways.
Then you see their character light up. Lovely.
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It's been 2 months and they have neither fixed nor killswitched nor included a warning for the Twins. Nothing. If this is an issue that they can't seem to figure out for whatever reason, they should simply communicate and killswitch the Twins for the time being. Most people that played Twins in these last 2 months were affected by that bug, so it's not even an argument anymore to say that it only happens when the performance isn't great and therefore not that much of an issue.
Peanits said they tried to fix the bug but were not successful in their attempt. This is something that can happen and is perfectly fine as long as they make it obvious that this bug is prioritzed. Some bugs are persistent, hard to figure out and hard to fix after all. Seeing how they've dealt with this issue so far, however, makes me think that this might not even be the case.
I don't like to point fingers at the devs and say they're doing a bad job, because that is not true. They somehow manage to keep this game going and add amazing new content. But a gamebreaking bug like this needs to be put above everything else. Meaning they should put maximum effort into fixing it asap.
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Are there really killers out there that care about prestige ranks? I sure as hell don't. Other than the 3 P100 Aces with flashlights I saw once. I would probably dodge that lobby anyway, though. They just scared me. Some people with low prestige are the most insane survivors I've ever seen. Other times I face someone with prestige in 70s or higher and they're just... Not that good.
I don't know why killers see prestige before the game. I'd rather no one see any prestige until MAYBE after the game is over. I don't need any more unfavorable map offerings than I get now (don't know, if there are survivors that would care about it but still).
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@MalevolentSadist said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3332968#Comment_3332968
So, What? wait 6 months to a year for them to do something about it? in the meantime, plays killer just to get every match that feels like a SWF or a tourney team(cringe) that plays every match like an esport
We managed to get by for 6 years. What's another 6 months, if it means better balancing overall?
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There is pretty much nothing a cheater can't do in this game.
-Hold you in the game until the forced shutdown? Why, yes of course.
-Modifying any action speed as well as movement speed? Yeah.
-Equipping every perk at once? Why not?
-Unhooking themselves without any conditions? Yes!
-Hooking themselves and staying like this an unlimited amount of time? Yes.
-Head On stun you into oblivion? Hihihihi, yes.
-Fly? Well, of course.
-Playing a character of the other side (survivor as killer and vice-versa)? Yup.
-Make it look like others are cheating too? Absolutely.
-Explode gens douzens of times per second? Only as long as the game can handle it.
-Spawn multiple clones of themselves? You bet they can!
-Spamming notifications? Uhuh.
-Blind you from any angle for an extended time? Most definitely.
-Literally teleport? Well, what do you know, they can.
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That's why after a certain amount of time crows swarm survivors that stand still without progressing the game or hide in lockers. Can't imagine how anyone could possibly find a way to avoid this.
It's not like you could simply walk a few steps in a secluded area of the map.... Wait a minute!
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Sad to hear that, mate. Maybe removing literally any incentive for the killer to leave the hook wasn't the best idea after all. Who would've guessed?
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3334690#Comment_3334690
I'll tell you where it goes: Straight to 100% kill rate, because survivors literally cannot finish gens if the killer can break it down as fast as they can optimally repair it.
There's a reason gen regression never hit the same speed as survivor repairs: Because it's broken as heck. I mean, you're even taking 400% repair speed when the only way survivors ever hit that is if the killer is literally AFK. Vast majority of time, if the killer keeps the pressure up, that repair speed is going to be around 100%: One survivor on hook, one in chase, one on rescue duty, only one on gen.
Survivors can recover very quickly from whichever bad situation they find themselves in, as long as it's nothing permanent. That means there is no pressure in having all 4 survivors injured when they can all heal up in 20 seconds, 1 person on hook is little to no pressure because unhooking and healing go faster than chasing and hooking. If a killer can keep up the cycle of hooking and chasing with only 2 survivors on gens, then that's an easy game for them. I have more than 1400 hours on killer and I almost NEVER can keep this cycle up. Unhooking + healing often takes around 15-20 seconds (keep in mind that this can go MUCH quicker). With many killers I'll be happy to be in another chase after those 20 seconds!
It's not 1 survivor on gens, 1 in chase, 1 on hook and 1 on the way to unhook all game. This is a situation that will occur but most of the time it's 3 survivors on gens and 1 in chase. Maybe Nurse and Blight can keep this up. But tell me how in the world would you apply this kind of pressure with Michael Myers, Sadako, Doctor, Clown, Trapper.... all the way up to even Hillbilly and Demo, who have map mobility and chasing powers yet still struggle to hold their own.
I will say though, 400% (which would be 400% * 0,25c/s = 1c/s, exactly the same speed that one survivor has at repairing a gen) base regression is a bad idea. 50% though instead of the current 25% would be nice.
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It's definitely a thing. Sometimes I let people go because they played really well. Sometimes I just don't want to play to win (tunnel, camp, slug). I also don't run gen regress. This all influences my MMR of course. I try and practice with a killer's perks before I go for their adept, meaning I will lose quite a few matches until at some point I face survivors that won't run every tile perfectly, stack items and perks to ridiculous lengths and end the game in 4-5 minutes.
Some people do that because they simply don't want to sweat or get stomped every match.