burt0r
burt0r
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/2674697#Comment_2674697
When EGC is four minutes max, and this person has lost “hours“ for refusing to push survivors out of the gates his or herself. 🥲
I would rather say the survivors wasted hours for their own time as i for example either use that time to farm boy with my killers power or breaking remaining pallets/walls or i do something out of game like watching yt, taking a leak or refill my drink.
But that was at a time when i still played normal and not like today.
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I made a thread about survivor mercy back in April and the general consensus is that it is rather unlikely to get a mercy sacrifice after getting stomped.
Funny enough at the same evening i had a streamer do exactly that after her swf completely destroyed me and she remained even after trying to carry her to the gate several times.
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@Mandy said:
https://forum.deadbydaylight.com/en/discussion/comment/2670734#Comment_2670734
Plenty of people have said positive things about boon totems - the thing is most people look at one side only.
Then what about feedback on the grind for example?
I would guess that there isn't any positive to take from except maybe a little bit 3 years ago when the entity eating parts of the bloodweb was Implemented.
Since then nothing has happen other than new characters and a plethora of new perks being added.
Most other online games have a price decay for earnable in-game stuff like characters in league of legends or rainbow six siege.
But DBD? Nah. 50 characters with 100 perks per side. 5000 perks to grind for, times 3 thanks to perk levels. Maybe not necessary on survivor but if you want to play more than a few killer it gets ridiculous.
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@bm33 said:
https://forum.deadbydaylight.com/en/discussion/comment/2672092#Comment_2672092
My waits as survivor haven't been bad for awhile. I play on PS4 with crossplay off, alot of PS4 players turn off crossplay when they play killer matches so it helps with queue times as survivor.
And here we have the fine detail most people (intentionally) leave out when saying that their survivor queues are short. Crossplay on/off
Killer on console tend to play with crossplay off so the ratio between both sides is way closer to 4:1 or even lower going to 3:1 or less leading to longer killer queue times.
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@Dennis_van_eijk said:
That's why i hate this sbmm.
It destroys the game as there are only a few killers viable in high mmr, at least with the old ranking system you had more variety.
That's the reason why I, and many other were for SBMMR. So that the devs could see the deficits at high MMR and buff other killers.
But judging from the spirit, deathslinger and cenobite nerfs i guess the devs handled the expectation like their 60fps console optimation
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/2670151#Comment_2670151
Pretty sure "throwing games so you get matched with people you easily stomp" isn't fun for the majority, though. I don't want to be bullying people that have no clue at all, that I could probably beat without doing anything but M1's.
I don't bully anyone. I am a breath of fresh air between the tunneling and camping and low level survivor can train how to loop and stuff with medium pressure.
At least that is what I am aiming for because it is relaxing and enjoyable for me and them and we all get a ton of BP.
Just for clarification i don't farm with them but try to play normal without caring for gens popping until I have 8 hooks and either they have managed all gens or i start slugging one and chase another around until they finish so they can get more altruism and so on.
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@Nathan13 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670266#Comment_2670266
how about we make the traps invisible
Or change the tar bottle to an adaptive paint bottle that slightly matches the trap color to the theme of the played map.
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@Akumakaji said:
Thanks for your kind words. I will try again later and be taking your advise to heart. Just to clarify: I had 3 Iridescent medals and that one gold chase medal. At Iri rank 1 you apparently need a perfect game to sack that Achievment. Survivors, though ....
At least with the grades now resetting each month at the 13th it becomes a "little" bit easier.
Still incomparable in terms of requirements.
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@Dino7281 said:
I don't care about size, but those totem spawns are killing me.
It's just a ######### hide and seek for a small object. How hard is it?
I still think they should create small cavities/alcoves inside trees, boulders, boxes, broken barrels, small holes in some walls or other debris objects and spawn totems inside there.
With that totems would be only mostly visible from one side and the could set way more than 5 possible spawn points with ring and a setting that totems can't spawn too close/the same section of a map.
Or go a bit further and reduce the spawn points but have survivor rummage a little bit at potential spawns like vines blocking the wholes in the tree or debris blocking the entrance so that totems can't be seen from half a mile away.
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@BoostedKateMain said:
https://forum.deadbydaylight.com/en/discussion/comment/2670151#Comment_2670151
I'm naturally competitive so I find it hard to not care about the outcome however I still refuse to camp and tunnel just to get a kill. Nowadays I never get an average team I only get survivors who are better than me or survivors who have little experience.
Yeah it took me quite some time to let go of the tension during a match.
I mostly also play competitive pvp games like rainbow, lol or rocket league so i get what you mean.
And yeah I also categorically avoid camping (going the long way around the map), tunneling (straight up ignoring the last unhooked survivor) and to a degree slugging (only one person at a time and mostly when they are at death hook).
The problem is that such a fair playstyle and winning don't go hand in hand without excessive amounts of experience and playtime, so that is just no fun. Coupled with the insane grind in this game it can get quite frustrating.
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I don't know, i am the kind of casual killer only player that still plays a few times a month when in the mood and don't care about kills but mostly about BP.
I have only roughly 300 hours playing since release and I think(!) I managed to tank my MMR into the ground by intentionally not killing most survivor outside of challenges.
So now I am mostly matched against noobs and can somewhat control the flow of the game while being relaxed. If I get a really bad group i see myself more like a teacher or crash test dummy for the survivors. Especially enjoyable with the image in mind of smacking them for their mistakes in a comidic fashion.
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The worst aspect with something like DS basekit is that then survivor would have basically 20 perks vs 4 in my eyes.
As it would open the slot necessary for DS and create overbearing builts.
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@ShinobuSK said:
Just play as every survivor has DS DH BT unbreakable, healing boon, sprint burst and iron will like the rest of us do
But...but survivor having to play anticipating that any killer could have noed is too much asked from them /s
I know whataboutism and maybe off topic but i am tired of this argument in those discussion when what you say is true for every match and 4 survivor simultaneously.
Reminds me of the argument that killer should not be able to see the amount of hook state per individual survivor. Stupid, and makes every match less fun for people like me that go for 8hooks for max BP.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2667310#Comment_2667310
We are not changing that perk over her introduction. That's like changing Hoarder just because of that 1 Pinhead build.
They changed stridor only because of spirit. So i wouldn't be shocked if they did.
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Oh no, 4 out of 26 killer characters have a different approach in chases around walls.
And one of them (doc) is even nearly non existent in respect to direct interaction, as you mentioned
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The word "but" itself is censored.
And most curiously also "raichou" even typed as "r a i c h o u". For clarity, a player had the name rachou(+random numbers, don't remember). They were killed by the egc and I wanted to apologize that i didn't down and carried them to the exit, as that would've slowed the timer. The "i" in there was a typo by me.
But it was really surprising that not only possibly playernames would be censored but also with typos.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2660209#Comment_2660209
I get 5 minute Survivor queues and 20 minute Killer queues.
@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2660224#Comment_2660224
I know. I'm just sharing my experience.
I know i am late to this discussion and I know you are a frequent user on these forums. So please always include information like time of day, region, platform and crossplay on/off with such statements. Leaving it out like in the first quote seems like it is intended to stir up a heated argument/conflict.
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@ProfD said:
https://forum.deadbydaylight.com/en/discussion/comment/2659175#Comment_2659175
they just use lightborn lol 9 out of 10 match, they all use lightborn or franklin's
Well if I see more than one flashlight in the pre lobby you can expect me to use Lightborn.
Not that i don already use it all the time independent of lobby items.
All hail our lord and saviour Lightborn.
@ProfD said:
they made the perk too much, I never use it but nowadays bunch of killers do and it's annoying
Btw iron will was also buffed to trump over stridor so iw will make you completely silent (with normal breathing also being bugged) and is uncounterable so. Maybe both should be worked on?
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Just like others said. Even if you play fair as killer you mostly only get GG's with less than 6hooks and 0kills aka a one sided stomp.
Even with my playstyle now of intentionally losing after getting up to 8 hooks and/or 4bbq stacks without killing anyone doesn't net me any form of GG or being grateful most of the time but silence or even degrading toxicity instead.
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I don't play survivor but i have to admit as a guy i prefer to have female character to look at while playing.
And in this regard does Neas red skirt and tighhighs tickle my kink.
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@scubasyd said:
I think everyone knows that the game is killer sided. Anyone who says otherwise doesn’t play killer and therefore should have no business in stating an opinion on the subject. or they’re trolling
They need to encourage more players to play killer somehow.. like maybe an entire page of a rift that has to be done by playing killer. Killer sucks. Playing survivor I can relax and hold down a button and do a few skill checks while doing a Gen. killer you are constantly at work and then the rage when players tbag, flashlight click, and dm you that your garbage. I hardly ever got any hate mail as survivor… might be because I suck at killer and I’m pretty good at surv but even if I destroyed a team I would get hate mail… hardly ever as survivor
what people forget is we need killers to have a game. Keep bugging survs and nerfing killers your not going to have a game anymore. Booms and that f up “sbmmr” which is hardly anything to do with skill and just escapes and kills .. this game is turning to s
and I’m sad because I absolutely loved this game…so here I am b!tchin in a dbd forum
Careful, your first sentence says "the game IS killer sided" instead of ISN'T in accordance with the rest of the comment.
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All hail our lord and saviour Lightborn 😎
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@OhEtsu said:
https://forum.deadbydaylight.com/en/discussion/comment/2642150#Comment_2642150
Yes. I don't think survivors should have any type of perk nerfs at endgame, because at that point the killer failed. Survivors should be incredibly strong in the endgame.
Yeah no, the power dynamic is exactly the other way around.
Survivor are supposed to be the strongest at the start of a trial when all 4 are alive and healthy, all pallets still up and the killer has to divide their attention between 4 survivor on 7 rental gens.
That were the problems with Morris after 0/1 hook and keys. They were the strong when the other side is supposed to be at their peak.
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@Feyd said:
https://forum.deadbydaylight.com/en/discussion/comment/2638454#Comment_2638454
You do realize hit validation means the survivor actually hit dead hard before your swing connected, right? Yes, it looks and feels awful to hear the hit, hear the scream and watch them lunge forward, but the request to dead hard went to the server BEFORE you swung. You were getting free hits before due to lag.
This was a fix for something that has not been working forever.
As for boons, I'll say what killers have said for every new killer that came out: adapt. They aren't even very good. Stop letting that boom sound when it's cast terrify you.
The new hit validation widens the timing window for survivor to hit it until the last second instead of anticipating killer anymore.
But i have no problem with either hv or boons as i am one of the killer players that learned over the years to not care anymore. So i let all my survivor leave as much as possible while trying to make as much BP as I can while playing normal to provide a thrilling experience.
Therefore I sit at the bottom of MMR and it is rather difficult not to kill any survivor without completely stopping all aggression after 8 hooks. Neither dh nor boons or anything else are used effective at that level.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2638609#Comment_2638609
And now pay attention on player count November last year and now. Something wrong with this one year graph.
I am not talking about comparing last year's to this. I said that both statements that the game right now is at its highest EVER in terms of players and/or killer gameplay strength.
Both have shown a decline in the last weeks. Yes they are way higher/better than the previous years but the upwards trend is not there for the last few years but is instead declining or getting worse.
Edit: also i don't get what should be wrong with the graph? You can see the overall development in player count since release below the line graph and i don see any problems there.
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@R2k said:
https://forum.deadbydaylight.com/en/discussion/comment/2638454#Comment_2638454
If u check charts, it's actually increasing. Majority like those new changes despite some complain here.
I don't see any increase here for the last month, do you?
And I mean the graph not the statistic.
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@Dumpstick said:
The game is better than it has ever been, with more players than it has ever had.
No.
Both wrong. The peak for balance as well as player count were this year at the anniversary/ at re chapter release.
From then on killer got some hefty blow and survivor hit validation on two overall interactions. Which indicate a negative trend in the killer survivor strength department.
And the player count is steadily decreasing since then due to several reason for example the NFT and security problems or balance issues with boons, hv and the resent killer nerfs, making those killer less fun to play.
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Not according to her statistic kill rate. /S
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Maybe exactly because trickster set up a precedent case and created an acceptance after the outrage (since it obviously has died down)?
Edit: Together with the other arguments that she unlike trickster isn't a perfectly normal human appearance wise.
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That makes the third killer in such a thread in 3 weeks. First bubby, then trickster and now nemesis.
I am really curious when we will have the full set of "delete/remove killer X pls" threads.
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@AnObserver said:
Fun thing about taking official stances on exploits: it publicizes them.
Now I'm not sure if the radio silence is to wait till they have a fix, or if they are incompetent, but at the moment staying radio silence is best for reducing interest in hacking the game. Making a big deal out of it might give people a sense of being heard, but it might also act as a catalyst for some people to play around with this new "aspect" of the game.
It would warn more people of the potential danger. There are still 50k people playing on steam alone despite this insane security issue.
And more than 90% of the player base aren't on these forums or see the Eurogamer article and I haven't seen any other news from other online gaming magazines.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/2632262#Comment_2632262
I have instant matches as surv in Europe. 5-10 min waiting as killer
So you play around daytime and not nighttime were playernumbers reach their peak.
Eu west (Germany) here, on PC with X-Play on and I have instant lobbies as killer after 8pm.
Edit: it should also be MMR dependent as i haven't killed most survivor intentionally for the last year and managed to stay at extreme low ELO where I can chill and do my dailies and tomes without stress.
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All hail to our lord and saviour Lightborn. 🙏
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@TragicSolitude said:
https://forum.deadbydaylight.com/en/discussion/comment/2629796#Comment_2629796
^ This. Region and time of day are two of the most important factors when it comes to queue length and which side has the longer queue.
For instance, on the USA (west?) servers I get instant survivor queues during the day and instant killer queues in the evening after about 7pm or 8pm.
Same for eu west. Killer is instant after 8pm and gets longer the earlier in the day it is.
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And another queue time discussion bare any useful information.
Can people pls start such discussion with information like this:
I play on PC, eu west (Germany to be precise), X-Play on, after 8pm local time and have instant lobbies as killer. I can't even check my offerings before getting the pop.
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Eu, PC, X-Play on, playing after 8pm with 8hooks/0kills playstyle here
I have instant lobbies and very rarely any salt, so it isn't like that everywhere.
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@ElmosPayPig said:
I play on the switch version and it's honestly not fair that pc and the newer consoles can use and exploit higher frame rates then the switch and older consoles can't.
This is why to make it a more even playing field(not to mention more cinematic, like a horror movie). I think the game should be locked to 30fps for all platforms.
Ahh yes and everybody on the streets should drive slower since I can't afford a new car and have to continue with my 3cylinder/50PS rust bucket. Sure.
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@Myla said:
The road is riddled with obstacles but persist and with experience....the road will still be riddled with more obstacles lmao.
And at the end of the road is a swf omega squad waiting for the killers lunch money XD
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It's a category thing from the beginning of the game.
I don't know any specifics and am also just going by logic but then we had several different offering "categories" more.
Moonlight, fog density, desired map, survivor spawning together/apart, hook distance, personal/all BP gain and so on
And all of those would make this pop animation to originally show if they work together or against each other and I guess, even if no offerings don't influence each other, that the devs simply didn't program an exception for them and the game handles them like all others.
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@LylakLavender said:
https://forum.deadbydaylight.com/en/discussion/comment/2618634#Comment_2618634
On the end game with the names it showed a DC on Killer. Its not my internet as I just had them come out a couple days ago and everything runs fine. But the killer did look like a hacker. It was Bubba and he was shooting himself up with the same serum that blight does. So unless Bubba gets that idk.
That's not a hack but an event offering.
And I don't mean your internet but this game programed with spaghetti code somehow not being able to take the killer DCing and THINKING that it crashed on your side (instead of simply sending you back into the lobby) so you also get a penalty for a pseudo DC.
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Only if it's a hacker. Normal killer DC do nothing for survivor.
Or maybe the canceling of the match resulted in a crash on your side which in succession was registered as DC on your part.
That would be the the only logical explanation outside of a hacker for me.
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Instapop for me just now. Eu, 8pm, PC, X-Play on and MMR at the bottom thanks to 8hooks/0k playstyle
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I played since release only roughly 300 hours and I had less than 5 DC in that time. 2 at the re chapter release this year and twitch that my first and only 5 min timeout.
Edit: oh i forgot one intentional DC after getting run by a whole group around a fat shaming spot, creating an infinite, 3 years ago.
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@Labrac said:
Yup, my playstyle now consists of getting 4 BBQ and the rest of the match is focused on chasing and slugging, don't bother hooking survivors anymore. It feels good to play with the perks I want and be """"punished"""" with lower MMR.
Welcome to the club brother.
Do you want some cookies with that 0k?
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@Chewy102 said:
https://forum.deadbydaylight.com/en/discussion/comment/2616849#Comment_2616849
Doesn't warn you that a Hex totem is being touched anymore. The added time to cleanse or bless a totem is nice, but without that warning you can't really use that added time more often than not to protect any of your perks.
One of the only reasons to run ToTH was to get information out of it and protect your Hex perks. Gives Survivors a choice of to risk going for a Hex early and getting caught out, or do a bunch of dulls first to lessen that risk of being caught. Now that it doesn't warn the Killer, there isn't much any risk at all unless the Killer just happens to wander by. And you know, is not actively chasing people or patrolling gens.
That was done so Boons could be more effective.
It's the same story as Hangman's Trick. The main reason to use that perk before it's rework was to have hooks respawn after a kill so you couldn't make a dead zone. Helped most Killers in supporting a 3 gen better by never having to worry about running out of hooks. Or just in general if Survivors wanted to run to the same corner. But the devs removed that feature effectively killing the perks any real use.
This change happened to make sabotaging hooks more effective.
Don't forget about Franklin's Demise either. It got changed to simply reduce charges of an item over time instead of destroying it over time. This was something of a buff against most items as it instantly started working the moment the thing was dropped. But without destroying the item it did nothing against Keys and allowed Survivors to better maintain their already vast abundance of items allowing them to constantly use higher tiers more often. Buff in the short term, nerf in the long term.
FD got changed due to Nemesis and it having a "chance" at making Survivors using his vaccines less effective.
See a pattern?
Don't forget the relative new perk after the Franklin change that let's them recharge an item.
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@SunsetSherbet said:
Why did they make it so you can see your grade when in the final MMR test on the PTB they disabled it? Would really help with all the people thinking they faced a God player because they faced a guy who played 40 hours in a month and grinded to red. Not a day goes by that I don't see multiple people confused about the grades and thinking they measure skill. Would be better if people couldn't see others grades since they are pointless anyway.
To hide hickups/screw ups from their system. They are simply afraid of backlash from the community like it was with ranks. Close to every day one or multiple new threads about broken matchmaking. Also with this they can change matchmaking parameters in case of unruly queue times without any graspable evidence.
Of course this is all tin-foil-hat talk but i wouldn't be surprised if it was the truth as it is logical from a cowards point of view.
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@throwaway79465468797 said:
Well the game technically has skill based MMR to match players with so you're probably doing very well. Even if you dont think you are.
Or they red grades are bad but spam games like madman. Or anything in between both extremes.
No idea whichever might be the case.
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@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2617423#Comment_2617423
You don't understand the meaning of competitive. This is a PvP game, where people face each other and battle it out for a victory condition that results in the other side loses.
PvP games are by definition competitive. It has nothing to do with being an eSports. It has nothing to do with being balanced or not.
Finally someone else who gets it. The base definition of competitive.
Both sides working on either racing to the same goal or working on contradicing goals, here gen/trial progress vs slowing/stopping it.
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2615559#Comment_2615559
The devs actually say when they show these numbers there’s more to balancing the killers than this, they just like showing the chart because players are curious.
I know and then all kinds of people read everything between heaven and earth into those stats.
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@VaJaybles said:
https://forum.deadbydaylight.com/en/discussion/comment/2615627#Comment_2615627
I think it may just be difficult to change. They have tried punishing killers for camping but they can't make the proximity too big because then it's exploitable by survivors. They tried stopping the timer, again exploitable. They added swivel hooks which got rid of actual face camping and that blew my mind lol. Same goes with comms, in game chat would be a nightmare and I'm sure they are aware. Imagine the in game reports of harassment. As well as screaming in your ear, and broken immersion.
Oh believe me I know what you mean. I play(Ed) rainbow six siege as well as rocket league and others with inbuilt voice and yeah there will always be "real mature" people.

