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ad19970

ad19970

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  • In my opinion, Killers don't need buffs. Not in general. They are already getting map reworks, which will buff the weaker M1 killers anyways. In fact, killers like Nurse, and maybe even Spirit, need some small nerfs. Maybe even Billy, who is the only top tier killer who will benefit greatly from having more mindgameable loops.

    The low tier killers, like Doctor, Wraith or Clown could need some small buffs, but that's it. But they need to be buffed individually. Buff either their chase potential or their map pressure.

    I think some people just think gen times need to be inreased because playing as killer can feel very stressful at times. And then they accosiate that with killers being underpowered.

    I mean many say Nurse is balanced, but as far as I can see a really good Nurse 3k's or 4k's practically every game, no matter how good the survivors play.

  • @deathsia said:

    Okay I'm officially convinced this is an underground survivor main movement to get the devs to buff survivors and nerf killers.

    KILLER IS NOT EASY, SURVIVOR IS.

    Neither is easy to play optimally. Both roles have their challenges.

  • I think if they make it only usable on someone who has been hooked twice, or who entered the struggle phase, that's fine. I don't see a reason that an offering should have such an effect on a matches outcome. It should just grant you a cool killing animation and let you not waste time carrying that survivor to a hook. Maybe have the rarity of the Moris reduced then.

    To balance this out, they should also nerf insta heals and maybe keys as well. Those seem to be the biggest contenders for needing some nerf. Insta heals should just be heals over time, maybe like 16 seconds or so.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/662481#Comment_662481

    In my opinion he is so weak he needs a complete overhaul. His power should have some fun effects - he is a Clown after all. Maybe give some hallucinations to those affected with the gas. His addons should change the color of his gas and also apply various effects. Right now he is not only the weakest killer of the bunch bot also the most boring one. They need to rework him to inject FUN in this killer.

    I mean isn't him being the most boring one subjective though? I wouldn't mind bigger changes than just increasing slow down or increasing the effect duration, but I find him very fun to play as right now regardless if he is weak or not.

  • Yeah, with a lot of luck they'll finally be nerfed into the ground before the many new players join the game with Stranger Things. Moris are just so unhealthy for this game, it's insane.

    Honestly, if many new people will join this game with Stranger Things but then leave the gema very fast, it really is time for the devs to think about what is causing people to not enjoy this game. Especially survivors, since killer que times seem to be much longer than survivor que times in my opinion. Pretty sure Moris is one of those problems, and camping is another one of those problems.

  • I'm gonna be honest, DS not only being a 100% anti tunnel perk and nothing else is fine. I really feel DS is perfectly fine now, and it only acts as a second chance when you down another survivor fast enough and then down the survivor with DS within less than 60 seconds after them being unhooked. So you're doing good anyways as killer already, and DS helping survivors gain some momentum in that case is fine in my opinion. Plus you still have counterplay by just realising this survivor has probably not been off the hook for more than 60 seconds and slugging them.

  • I mean I've started playing the game about 1 year ago, and I haven't really noticed any difference. Vauls aren't supposed to be overly safe, if you are to close to them, killers can hit you since there arms can reach over the vaults. Especially with medium vaults, even when you end the medium vault animation, there is still a chance to get hit if you don't move far away from the vault since the killers can still reach you. Which is how it's supposed to be.

    I'd say vaulting works like 98% of the time. But I have experienced those instances where I moved away from the window far enough after medium or fast vaulting, so that the killer shouldn't have been able to hit me, and yet I still got hit. Might be latency though. And in particularly very rare occasions I experienced this as killer as well, so in those cases the hitbox just gets messed up for some reason, that's at least my guess.

  • I wouldn't mind vaults and pallets, but there's already Detective's Hunch to show the auras of totems and chests.

    Maybe it could also show the progression of the three nearest generators via the intensity of the generators aura. So you could see if one of those generators already has any progress. Wouldn't be much, but could help a little to go to that gen with the most progression.

  • You can trap a survivor as soon as you down him for the first time. Having a 25% chance that traps can kill you will not work. It would totally break her and make her ridiculous. They are just a way to slow the game down, and they do a great job at that. It just doesn't work with the game's design and balance to have the traps kill you. The only thing they could do is that survivors have a 0% chance removing the bear traps on the first jigsaw box they search.

    A slightly faster charge would be fine. Not sure about the range though. Her charge ability is already quite good on a lot of loops.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/661693#Comment_661693

    It was discussed on the last Q&A. Doctor will be getting an add-on pass and most likely a couple of buffs to his base kit. BHVR hasn’t announced when he’ll be getting updated though. A lot of other Killers will be getting looked at too.

    Wow, that really makes me happy. But if they buff him, I hope they also maybe look into how to make him not as powerful at low ranks. From what I understand, his tracking ability can be very hard to deal with for lower ranked survivors.

  • They did say that all the numbers for the perks and even the killer are subject to change. I'm pretty sure they'll buff this perk, to have a wider radius and longer duration. It does sound like it will definitely need it. The radius should be 24 meters, and the time the Bleedout Times pauses should be something like 25 or 30 seconds.

  • @Talmeer said:

    https://forum.deadbydaylight.com/en/discussion/comment/661700#Comment_661700

    Soo.... With other words you would like to see more Nurses? :).

    I say that, bceause that would be the consequence.

    That's why a buff of the other killers would be better. You would nobody "force" to shift over to the next best killer.

    Variety should be the goal as you have already write.

    Nurse is being adjusted. I hope to a more reasonable level. I personally just think all killers should be on Freddys or Hillbillys level.

  • Sloppy butcher on Hag is also pretty damn strong I believe. They either have to waste more time healing, which slows the game down for you, or they are constantly in the risk to just suddenly go instantly down as soon a they trigger a trap of Hag.

  • @newavitar said:

    https://forum.deadbydaylight.com/en/discussion/comment/661704#Comment_661704

    I feel like being shocked would be painful as ######### too

    Yup, plus all the damage that is done to you even if he doesn't kill you. Just being braindead and probably having unbearable headaches for the rest of your life.

  • @altruistic said:

    Ruin is a crutch, like so many other things in this game for Killer. There are plenty of crutches for Survivor, don't get me wrong.

    But it's not uncommon, in the games I've tracked over 90% of R1 Killers use Ruin. That's fine though, my Small Game Meg loves eating totems.

    I wouldn't call Ruin a crutch. It just helps in slowing down the game, as any perk helps in some specific way, e.g. Spirit fury in chases or Barbeque for finding survivors and applying more map pressure. I feel like otherwise you could call many perks, if not at all, a crutch. It simply allows you to go for more chases and longer ones, but you still have to apply map pressure as well.

  • Map changes probably the most, there are some maps that are in dire need of changes, but I'm also really excited for the Bloodweb changes and Demogorgon.

  • Probably Doctor for me. His presence just driving people mad sounds terrifying. I wouldn't want to live if I suffered so much brain damage from his electric field.

  • The devs really need to bring at least most of the killers to very similar level. Personally, I think Freddy is in the sweet spot for killer balance. I didn't think Spirit needs nerfing, but I'm starting to think more and more that she could use just a small nerf, so that survivors have a bit more counterplay to her.

  • Camping is a problem, definitely. It just really hurts the game, and how enjoyable it is for survivors. But nerfing Wraith isn't the solution. Nerfing camping and rewarding killers for not camping is.

  • It really is beyond broken and needs to be changed.

  • @justarandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/660549#Comment_660549

    No, the hitboxes are completely F'ed up. Some hits should never hit. And I can confirm with my experience it's not (only) due to latency to the host (killer) because me playing killer hit sometimes survivors and I'm like "######### how was that a hit? This should have never connected."

    Devs need to fix the vaulting hit detection, something is messed up there but I don't know exactly what.

    It's true that sometimes the hit detection at vaults is weird and probably bugged. You just made it sound like it's always the case, as you said you can't vault windows without getting hit. I have noticed this problem both as killer and survivor, but it definitely doesn't happen the majority of the time. At least not in my experience.

  • It's true. I bet one of the main reasons some people stop playing survivors is camping. People always say it can be countered easily by doing gens and that it's fine, but it really hurts the game in a way that it makes it unenjoyable for many people. Something needs to be done, and it's just not reward a killer for not camping. That's fine of course, but camping as it is now needs to be nerfed as well. It's just too effective against low ranks and in some cases solo survivors in general.

  • I don't know. For the insane effect it has when it gets to 3 tokens, I don't think it is fair if it doesn't light up until the third token. A perk that can be so powerful simply needs a lot of risk to be used. I mean instadowns and moris, that's quite insane. If anything, it shouldn't light up until it receives the first token. But not more than that in my opinion.

  • @Cain said:

    I agree, they are destroying this game. Every week its worse. They nerfed and changed just about everything that made the game an enjoyable experience. They made every lobby HORRIBLE ping. I cant go through a window without being hit. I cant drop a pallet without being hit. Stealth? gone. Killers now have 500 perks to just let them walk straight to a target at any point during the game. I used to really enjoy finding survivors. Gone.

    I believe A LOT of people are in the same boat as you. The games activity should speak for its self. Dead/dying game. They keep saying they have growth, but I feel its losing more players than it gains. Numbers speak for themselves, load times, d/cs.

    I mean, if you can't go through any window without getting hit, that probably is on you. the last nerf to vaults was unnecessary though, they should instead just work on map desig, which they finally are.

    There's definitely improvements to survivors that should be made. The bloodpoint cap of the four categories is pretty bad, and causes survivors to gain less bloodpoints than killers most of the time. Camping is also something that should be nerfed. Sure, you can also reward killers for not camping a bit, as many suggest. But in my opinion it also needs to be nerfed, otherwise there will still be enough people who camp. But bringing something like that up in the forums sadly just starts a freaking war everytime.

    But I am very much convinced that camping is one of the main factors that can drive people away from playing survivors. And they don't give a crap if there's counterplay or not. It's just not enjoyable if a killer camps, period.

  • I mean Nurse is getting adjustments, so it wasn't for nothing. If the majority of the community agrees that a killer might be a bit to strong, then it's probably a good idea for the devs to at least look into it. That is the point of fourms in the end.

    Freddy and Billy are probably the best represantation of a balanced killer, in my opinion.

  • @GrootDude said:

    https://forum.deadbydaylight.com/en/discussion/comment/660336#Comment_660336

    I kinda don’t really worry too much about it, I’ll try to win but I tend to not focus on feeling like I’m timed.

    Definitely the optimal way to play this game. Plus not stressing yourself out might even make you play better, since stress definitely won't improve your gameplay.

    I sometimes still do that, but it's something I really need to stop doing. It's just a game anyways, if you lose it's not the end of the world.

  • It happens whenever you let go right when you get a skill check, it's just an unlucky coincidence whenever that happens. The game is certainly not programmed to do that so it screws you over.

    The thing is, if the devs made it so letting go when you get skill check doesn't make the generator explode, then that would result in survivors with fast reactions just letting go whenever they hear a skill check is coming in.

  • I personally disagree. I do think the perks Dversion and Stake Out could use some buffs, but I don't think there should be unlimited tokens you can get. Stake Out in particular is one the devs have to be careful about. Personally, I don't think gen speed is a problem, but anything that increases the gen repair speed needs to be handled carefully.

    It should take less time though in order to get a token with Stake Out, and to be able to use Diversion.

  • @NoShinyPony said:

    https://forum.deadbydaylight.com/en/discussion/comment/659020#Comment_659020

    If the devs continue to rework maps in the current pattern, then we are looking at only 2 maps per year being reworked.

    Well I hope not. To be fair there was only one Badham map and they had to create five of them, changing the layout as well. So that probably took extra work. With other maps, especially the original ones, of which there are already five of each realm, all they need to do is alter them without completely reworking them. Make some of them smaller, and give them more mindgameable loops and less safe. Their layout doesn't need to be changed.

  • Honestly, I sometimes get the feeling that at the beginning the game was never meant to have any definition of winning or losing. There weren't supposed to be a winning and a losing team. Doesn't fit into the asymetric nature of the game.

    I mean it doesn't really have one anyways, even now. People seem to have their own definition of winning.

  • I don't enjoy playing against hag a lot as well. But she is fun to play as. I do try to camp as little as possible with her, but one of her best uses of her power is to defend hooks, it's just sadly that way. I really think she is too good though when she gets a basement hook, it's crazy. Then again I am not a fan of the basement design anyways.

  • Yes please, this so much. Until when is the 2x BP event supposed to go according to the leak?

  • @gamer123 said:

    Ok fair enough and thanks for the responses. Let me rephrase a bit. I don't mind the red stain mind games around corners. What has bugged me recently is I love head on but it's becoming more useless. Spirit can come right to locker out of phase and open it before you can do anything. And yes killers are now baiting it out with regularity. It's a shame bc I was loving this perk.

    I mean if anything, then the perk needs to be looked at. I think it could need it's activation time to be reduced from 3 seconds to 2.5 or 2 seconds.

  • So you want to get rid of one of the mindgame potentials killers have in order to have a chance to down survivors fast enough? That would just nerf all the wrong killers and reduce the skill cap of killers.

  • He's really good in my opinion. Perfectly balanced and viable at all ranks as of now, especially on the balanced maps.

  • @Weck

    I guess it could be considered a crutch once there are only mindgameable window loops after the map reworks, but even then, when you mindgame on a loop there's always a chance you get outmindgamed, since it's always also quite a guessing game. Bamboozle can just help you get an guaranteed hit at those loops instead of only taking the chance to get a hit against it. Not that it really maters. It's just a perk.

    To be fair, once the infinites are finally gone, Bamboozle will probably see much less usage anyways. It really would only shine on killers shack and the few jungle jyms that remain (of which I hope there will be a limit of how many can spawn on a map). Bambbozle and maybe even Spirit Fury do feel a bit like a bandaid fix to the badly designed loops we've got right now.

  • @NoShinyPony said:

    @ad19970 I have no idea. Bamboozle's major use is to shut down braindead loops early, where you otherwise would have been forced to run around the same building 3 times without having any chance to do a mindgame.

    Exactly. Though those loops shouldn't exist anymore after the map reworks. Probably will make Bamboozle less of a useful perk then.

  • @NoShinyPony said:

    "Bamboozle is good too, but it's a crutch perk, try not to depend on it." Wut? I've seen some people claiming NOED was a crutch perk, but that's a new one.

    Maybe he means that it allows them to not have to mindgame certain window loops. But it's much more than that, being able to get rid of the ridiculous window loops found on some maps, and to force down pallets faster in loops like jungly jyms and killer's shack.

  • @BruhMoments said:

    All M1 killers should get baseline faster pallet breaking or vault speed,

    Nurse shouldn't be touched or else their break her completely in survivors or killers favor,

    same goes for the Spirit

    Hillbilly should stay the same or be turned down a bit

    Wraith should have faster pallet breaking or window vaulting (just a bit, like with the yellow add-on) in his baseline, while cloaked only of course

    MM should be able to stalk all 4 survs simultaniously like he used to be able to in his 1st month (he's a M1 so the buff from the first line should be applied here)

    Doc should have the buffs seen in earlier comments, not too many but quality of life buffs that make playing as and against him more fun and fair for both parties

    Clown needs more map control

    Trapper needs one more trap as a baseline carry speed

    Huntress is pretty fine imo, except when it comes to loops, maybe because bloodlust was introduced with her, she should have earlier or stronger bloodlust effects maybe?

    Bubby is boring and needs to be kind of remade in my opinion.

    Don't play a lot of Pig, but I've noticed that most actual Pig players are pretty happy with her right now

    Legion needs to have deep wound reworked and he needs to be faster in vaulting and running, his power of deep wound basically sucks because he has to wait for a stun effect after hitting someone with it, to actually be able to down them

    Plague is pretty strong as well, so she doesn't really need anything imo

    Ghost Face is basically a M1 killer from the point of rank 15-10 and below of course, so his shroud should get reworked a bit and and he should get the buff mentioned in the first line as well

    Sounds all quite reasonable, though I don't think the pallet and vault speed of M1 killers needs to be increased. Their chase potential will be increased once maps have more mindgameable loops, which is the preferable way to go, since mindgaming takes skill, and just breaking pallets one after the other not so much.

    they are definitely touching Nurse though, and while I think Spirit might be fine, I could see her use some small nerfs, without making her unviable in any way. Her prayer beads addon really needs to go.

  • Flask of Bleach for Clown would be nice. His chase potential isn't good enough to make up for his lack of map pressure.

    Trapper could use the Trapper Sack addon in his base kit.

    Doctor the moldy Electrode addon without the increased charge time.

    Maybe Windstorm - Mud on Wraith.

    I would also still love to see kindred become baseline, with a slightly increased radius that reveals the killers aura, and if anything then balance the game around survivors with that in their base kit, but I believe the devs have stated they don't want that. But maybe they'll change their mind.

  • Why is Bamboozle a crutch perk? It just helps shorten certain loops.

  • @savevatznick said:

    This shouldn't even exist in a competitive game.

    Dead by Daylight isn't really much of a competitive game, despite it having ranks. Probably never meant to be.

  • @savevatznick said:

    Good Survivors have learned his Dream Pallets power well enough that it's borderline useless now. His Block addons are worthless anyways - so half of New Freddy's addons are suboptimal.

    His Dream Snares shorten loops, but don't mitigate them, much like the Clown's. Honestly, I think the reason he's doing so well is that Freddy is basically a Clown with some degree of map control. He hinders survivors in loops and makes them waste pallets like mad, but unlike the Clown, he can literally teleport across the map instantly. I'd say he's the ultimate M1 Chaser killer. They can't make one better than he is, and he shows the full extend of an M1 killer's power. That is to say, he's simply B+ / A tier. He'll never be more, and he'll almost always lose to a group of people who know what they're doing.

    Wouldn't mind his block addons to get a change in effect. Right now there is no reason to take them over his other addons, which are so much better.

    Don't forget his terrific mind games he can pull of though with his generator teleport. It can be situational, but it's really powerful when it can be pulled of.

    I don't think he'll almost always lose against a group of peope that know what they are doing. He seems to be in a perfect spot balance wise.

  • @snowflake102 said:

    I'm taking a break too until the dlc drops:D I'm taking a break because of this

    https://us.v-cdn.net/6030815/uploads/404/3NQFLN2L4I7T.jpg

    https://us.v-cdn.net/6030815/uploads/300/TVPI715VOAOA.jpg

    https://us.v-cdn.net/6030815/uploads/394/O704EKP9BU4R.jpg

    This is way I'm taking a break:D until the dlc drops. Mean while I'll be playing battlefront 2,stormworks and other games:D

    You really shouldn't pay attention to those kind of weirdos. I mean, why pay any attention to what people who take games so seriously and get so salty over game say? I wouldn't value the opinion of those people one bit.

  • @TrueKn1ghtmar3 said:

    https://forum.deadbydaylight.com/en/discussion/comment/658756#Comment_658756

    Survivors can easily get as much if not more blood points than a killer, the only reason they don't is

    1. They turn into Bob the builder and friends and focus only on 1/4 categories

    2. Because of 1 killers normally have to tunnel someone out of the game even further reducing the BP that survivor would have gained

    Now if these two points in any way were addressed then survivors would get more BP without the devs boosting their gains to be at greater potential than the killer

    Killers always fullfill the role of all four categories. Survivors can't always choose what role they want to fulfill though. You can't control in which catergories you get bloodpoints and in which not.

    The overall cap still needs to be 32k, but the individual category cap need sto be increased to something like 16k or just remove the cap in general. This would be very important. The only thing is that since survivors can keep their items when escaping, the rate at which rare items and addons spawn in the bloodweb would maybe have to be decreased slightly. But nothing more.

  • Anything that buffs this perk would be welcome. I'd rather have the time you have to stay in the killers terror radius decreased. I do like that it rewards stealthy play. I would also love if it made a sound notification right on a generator when aiming at that generator.

  • @remember_me88 said:

    What is the problem of you all?

    It was a joke, but now i had time to think about it, you jerks.

    Before the Hag was implemented there was no RUIN, so i think you want to say that every killer had no chance..?!?!?!?!

    I dont play with it, because i dont have it and I kill everyone so often, it is too easy.

    I dont need it.

    It is obvious that noobs need this, I would never take a luck based perk, it is a waste.

    Just find a survivor and hit him two times or chainsaw him dead.

    You all do like you were the pros of DBD like no one.

    There are games where ruin - especially with randoms - takes several more minutes. It is absolutely luck based. Sometimes i get no Checks - well

    BUT if you get a Check at the beginning of the circle and every 2 seconds you fools cannot tell me that you got them all.

    It is annoying.

    The game was perfect before Ruin WiTH TOOLBOXES AND REALLY OP INSTAHEAL EVERYTHING ADRENALINE.

    It is just that FUCK8NG EVERYONE PLAYS WITH

    RUIN, NURSE CALLIN, NOED, BBQ

    This isnt unique anymore.

    I dont want any tips how to counter them, I know the perks and totem... or wait... the game!!!!

    So shut up.

    Shut the ######### up.

    P. S. I am not triggered, i just hate you all

    I mean I didn't play the game at that time, but from what I heard it wasn't really that well balanced back then.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/658676#Comment_658676

    I wholeheartedly agree with pretty much everything you've said.

    I think matchmaking is one of the biggest issues in the game at the moment (besides the obvious bugs) and that they should focus on that before blanket buffs to the weaker killers. Low rank survivors matched with high ranked killers, and visa versa, would skew any data and make for unfun and unfair games. I think once matchmaking is addressed (and hopefully DC's with dedicated servers), and ideally incentives to rank up to your skill rank, would allow for clearer data and allow us as a community, and the devs in particular, to clearly see what aspects of the game require tweaks and the best way to approach these.

    As much as it iches me to see Doctor and Clown get some small buffs, since they are two of my favorite killers in the game, I agree. It's probably better if they improve on matchmaking first. Though I do believe that some very small buffs to those killers wouldn't really do any harm to the game. Almost certain. But not a 100% of course. At least have Clown fill up his bottles when he gets a hook. That would just help him with map pressure ever so slightly. I can't imagine that Clown and Doc are very good at low ranks anyways, so a buff to them probably wouldn't make much of a difference at all.

    But with the coming map reworks in particular, they really need to make sure that matchmaking is one of their top priorities, before anything else probably. And dc's need to be punished more as well. Pretty sure that would sometimes help even those people who would otherwise dc, causing them maybe even to win and not screw their other teammates over.

  • @Yamaoka said:

    https://forum.deadbydaylight.com/en/discussion/comment/658519#Comment_658519

    I tried to post a detailed reply but accidentely closed the thread (insert "I want to die" meme here) so here's the short(er) version:

    Bubba massively lacks map pressure due to his normal 115% mobility and has no actual stall potential which is something I notice every time I play at red ranks (which hasn't been the case since the latest rank reset as I'm kind of bored of dbd at the moment and waiting for the new chapter [got a new meme build in mind featuring one of the Demogorgon's perks]).

    He does however have lethality due to his real instadown (by "real" I mean it can be used at all times/spontaneously/infinitely/no annoying power bar) which often allowed me to make crazy comebacks even when I thought I was going to lose completely. An instadown can always be a game changer especially once the pallets are out of the way.

    So yes, I generally do well at red ranks but at the same time I see his weaknesses and understand why many people consider Bubba weak. If people don't immediately see the chance to chainsaw someone he can turn into a M1 killer with no power pretty quickly especially at red ranks as people stick to windows and pallets more frequently.

    Ok I was just curious. Despite my post I'm happy to see that people can do very well with these lower tier killers at high ranks. It makes me think they are not in a too bad place and just shows me that I also still have a way to go to improve at killers.

    Sounds like Leatherface and Clown have very similar problems though. Both lack severe map pressure. Clown is just better at chases, but is even slightly worse than Letherface at map pressure since he also has to waste time reloading bottles often. And Leatherface can punish survivors that are out of position with an instadown, often forcing them away from gens a bit earlier.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/658604#Comment_658604

    https://us.v-cdn.net/6030815/uploads/033/JLAEHMAC1MHM.jpeg

    These are my stats. Where are yours? Escape rate is considerably lower (~30%) at rank 20 and reaches an all time high of just over 40% at rank 1.

    And yes, I dont have stats since the healing nerf, EGC and hatch mechanic changes, but I can assume that the escape rates have lowered for obvious reasons.

    I dont understand how you can claim that EGC wouldnt make a difference to escape rates. It puts a lot of pressure on survivors to either attempt unsafe unhooks due to time pressure or just leave a teammate on the hook. Prior to this teams could just heal up before going for a rescue. Even if you dont think that makes a difference you have the "unable to escape" bug which means plenty of survivors are dying to the EGC on its own. It will be a long time before realistic statistics will be usable but to claim EGC has no significant effect on survivor escape rates is just laughable.

    Well on the one side it's just not the game's balance that has an influence on these kind of stats. I have seen more than enough survivors that dc as soon as they get downed or when they get hooked for the first time, or they just kill themselves. That can potentially turn a 4 man escape into a 1 man or 0 man escape. They don't just dc when they are about to die, but even then I have seen a few cases where a survivor dc's because he is dead and it screws over the team because the killer doesn't have to carry them to a hook anymore.

    Also, matchmaking plays a big role as well. It can take just one potato to cause the other three skilled survivors to not escape. That all has nothing to do with the game's balance.

    Lastly, at least at red ranks, many prefer to play the very strong killers, and the op one called Nurse. Against those the survival rate of course won't be too high, but that doesn't showcase the balance of the weaker killers really to well, and that they don't need any buffs at all.

    On the other hand of course, these stats show that in this game's current state, the devs need to be careful with killer buffs and that any buff could be too much. In particular, it would be good to buff these weak killers in a way that it increases their skill cap and that their increased potential can only be used by skilled killer players, or that it isn't a buff that makes the killer easier to play effectively for lower ranked killer players, so pretty much buffing an aspect of a killer that will only help higher skilled killer players. That's why I don't think they could just buff Leatherface's ability. Pretty sure he is already very srong at low ranks and that would make him too good. I agree in that way.

    I do think that buffing the weaker killers won't do much harm though. Solo survivors are probably gettng buffs to close the gap between solo and swf, and I hope they improve the matchmaking as well, which would make the experience for survivors also better. Killers aren't affected by the matchmaking nearly as jmuch in a sense that they don't have to rely on anyone else, but survivors do.

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