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dugman

dugman

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  • I'd personally move a handful up or down but that's just me, mostly agree with this though.

    • I like Call of Brine better than Overcharge, particularly against survivor that are good enough to hit the Overcharge skill checks. It gives better short term regression than Overcharge if survivors stabilize the gen within about 20 seconds or so, and it also gives decent tracking information when someone is actively repairing a Brined gen. Overcharge is literally less regression than a basic, perkless kick in the short term if a survivor stabilizes it soon after it's kicked if the survivor can hit the skill check.
    • I think Unrelenting is slightly underrated. Unless you literally never whiff attacks against juking survivor you actually get some decent value out of it in a chase when you miss. It's basically the flip side of Save the Best for Last for misses in terms of distance saved. So its value depends on how often you miss swings, and I have a sneaking suspicion there are quite a few killers who think to themselves "I never miss so Unrelenting is useless" but who forget how often they actually do miss. So I'd put it in the two star bracket versus the trash tier.
    • Bloodhound I'd put in two star as well mainly because it's a decent alternative to Nurse's Calling if you're worried about things like Distortion hiding survivor auras. And while blood trails can be seen without the perk, it's almost impossible to miss the trails with the perk, even on maps where the ground is dark. Plus it makes the trails last slightly longer which also makes them more likely to be spotted. So not the best perk but not trash in my opinion, even for people who follow blood without it.
    • Deerstalker is a two star as well. There are lots of times you might end up slugging a survivor for 20 or 30 or 40 seconds after you down them and Deerstalker prevents the possibility of that survivor crawling off into a bush to hide and being difficult or impossible to find depending on the sounds they're making. I've had and seen quite a few games where the killer slugs someone, the survivor either crawls off or the killer forgets where they slugged them, and then spends an extra 15 or 25 seconds looking for the slugged survivor or worse not finding them at all. It's just a really nice quality of life perk to completely eliminate those situations.
    • I might put Lightborn in the 1 star tier, it's kind of a bad perk. Yeah, you're immune to flashlights, but so what? If the survivors are trying for flashlight saves it's usually a waste of their time anyway and all Lightborn does is encourage them to stay on gens instead. The only thing I like about Lightborn is it is fun to do the "gotcha" moment of kicking a pallet, they try and blind you, and you get a free hit out of it, but aside from that gimmick and maybe a similar gimmick in a backpack build I just can't see myself using this perk.
    • Personally I'd put Coulrophobia in the 3 star bracket maybe, since it got buffed it's actually a decent anti-healing perk. In fact I've seen more killers doing things like Coulrophobia plus Sloppy Butcher to really punish the healing meta. (And impossible skill check Coulrophobia is a fun gimmick build. 🙂)
    • In the current Prove Thyself meta Discordance is a solid perk, I'd put it at 4 stars. If Prove Thyself weren't so popular though I'd keep it at 3.
    • I'm undecided if Shattered Hope is 2 or 3 star in the current meta. If Circle of Healing weren't the third or fourth most used survivor perk I definitely wouldn't put it in the 3 star category. But Circle of Healing is quite popular and permanently denying totem spots for it plus a bit of aura reading might not be so bad, so maybe it's a 3 star right now given that? (I've been tinkering with swapping that one in recently since Circle of Healing is on the rise currently.)


  • What does the color coding on the icons represent? (And is it just me or are a lot of these harder to make out than usual because of the extra background tints?)

  • The event seemed ok to me, it's actually a little more interesting of one this time than the invitations were since there's a little more to it with the energy management aspect. The only issue I had yesterday was someone disconnected for no reason my first match right at the start. No idea why, I had barely even moved, guess they didn't like the map or that I was playing Pinhead or something. 🤷‍♂️

  • @Tsulan said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228556#Comment_3228556

    SC was gone? Still the number 1 most used survivor perk.

    Self Care is apparently super popular in Asia, but I’m not sure that the perk is actually still literally the most used perk, the dev stats that had it in the top 3 included a period where there was an active tome challenge to play as survivor using only Self Care and nothing else which I think spiked its numbers that month. On Nightlight it’s around the #12 top perk or so, which is probably close to where it stands outside Asia since that site is mostly users in English speaking countries. So popular but maybe not top five. 🤷‍♂️

  • @IlliterateGenocide said:

    https://forum.deadbydaylight.com/en/discussion/comment/3228523#Comment_3228523

    i like the variety so i dont mind terribly. im just more mad that loops are so close together

    unless im wrong and the varients have a higher chance of appering. i allways assumed all maps have a set change but realms with more maps split that chance equally

    What variety? I literally can’t tell one Badham map from the other because they’re so similar. It’s not like, for instance, the farm maps or Macmillan maps where they all have really distinct main buildings and features.

  • @Cybil said:

    Who?

    Like, really is this a popular character or something?

    I don’t get it either, Terrifier wasn’t a good movie.

  • @MaTtRoSiTy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227514#Comment_3227514

    I bet they wont remove it though, or I would be extremely surprised if they do as DC's get beyond ridiculous when they do

    They have in the past turned off the DC penalties when a similar hack was loose. (And yes, it sucked because DCs spiked while that was the case.)

  • @Sonzaishinai said:

    Don't blindly trust wiki's

    They are not an official DbD site

    They were wrong about TotH numbers too for months

    To be fair, the wiki is right a lot more often than it’s wrong. But yeah, in this particular case the original entry for Wesker was either wrong or from an early test build or something.

  • I think my favorite is still Ghost Face shopping at the hardware store. (It really makes me wish we had killer emotes so you could do that wave at survivors. 🙂)

    https://youtu.be/DF_MRhPTO78


  • @Crowman said:

    https://forum.deadbydaylight.com/en/discussion/comment/3227483#Comment_3227483

    DBD Block just prevents people from sending you friend requests and invites (i think).

    It's practically a useless feature.

    I agree, if Block doesn’t also mute the Blocked player in your chat then they should consider adding that functionality. (I’ve never used Block so I have no idea. 🤷‍♂️)

  • Isn’t that what the Block function does when you click on their name?

  • They said a while back when Spine Chill got reworked that once they add in a base game visual indicator for the terror radius they were going to redo Spine Chill as well since it’s currently only the way it is now as a stop gap for that accessibility. No idea what the status is on that though. 🤷‍♂️

  • I don’t know about the specifics of this rift itself but the new interface and all the empty spots having extra bloodpoints is great. 🙂

  • Totally agree, I really like the new Rift and Tome interface

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3226541#Comment_3226541

    i personally think shadowstep is worst boon. I personally just follow blood marks and I do not really lose anyone in the chase. Chase-wise, it is pretty bad perk. Stealth-wise? Its probably better but spine chill superior choice, you can use both of them in stealth build but i think stealth play-styles are not that common unlike your Claudette main.

    i think shadowstep is good for one particular killer. for this one killer it completely obliterates him and that killer is scratch mirror myers. The boon on indoor maps just destroys him. the perk makes you immune to aura reading and the perk just completely nukes the add-on. I think this is part of the reason why Vanity Mirror got buffed in 2021 late last year for Myer's.

    For sure, I don’t normally lose anybody in chase because of Shadowstep, whatever value it has is in stealth between chases where the killer might not know you’re in that area yet.

    And yeah, I love playing Scratch Mirror Meyers but it would be a nuissance doing that with Shadowstep on The Game or whatever.

  • @Devil_hit11 said:

    https://forum.deadbydaylight.com/en/discussion/350350/boon-dark-theory-discussion

    the issue with other boons not named circle of healing is that the time spent for setting up the boon does not meet the rewards of setting up set perk. 2% movement speed allow you to run 1 extra loop on classic tileset pallet/window. I would say the perk is still better then shadowstep but the idea of risk vs reward perks just do not work for dbd. 24 meters for boon perks is not worth using. boon perks for survivor would need to be around 40-48 meter range to gain consistent value but like killer hex perks, they will not improve boon perks radius because people would complain about these perks due to their game-changing effects.

    dark thoory at loops can prevent you from not getting hit but its effect on loop itself is very minor. where dark theory really shines as a perk is in hold-w strategies particularly in main buildings. if your ahead of the killer, in buildings and this set boon is setup, you can run a lot of extra laps, so building like... badham school, father's chapel, garden of joy and haddonfield were maps that I got value out of the perk from limited testing. you can place the boon in obscure places then use the speed boost to run in circles ahead of the killer making it a lot harder for the killer to catch-up in conjunction with various windows in these buildings.

    this perk is really for survivor player that enjoy stacking chase-enhancement perks such as old spine chill for vaulting speed, Old Iron will, Resilience, Lucky break and Lightweight. I am not really fan of using these perks as survivor. I personally find these type of perks as low reward but some survivors enjoy using these types of perks.

    On a tangent as a killer I think I’ve lost survivors periodically from Shadow step I might have spotted otherwise (hard to say since when that Boon works well the killer doesn’t know it did anything.) I can definitely picture scenarios with Shadowstep where , for instance, a generator is in its range, a survivor is working on it and spots or hears the killer coming over, and Shadowstep lets them run full speed to a hiding spot without any scratches. Depending on how far the Boon is from the generator the killer might not even realize it’s there at all or that a survivor ran away in that case.

    So I do think Shadow step probably has value on its own, and does have synergy with Circle of Healing by hiding auras from Nurse’s Calling. It does also see a bit more use than Dark Theory, but that’s also probably partly because Shadow step is a Mikaela perk so anybody who unlocks Mikaela for Circle of Healing get Shadow Step as a bonus.

  • I never max out rifts since I only play one or two games a night, but even at that rate I typically get over half way through. So I think if you play 3-5 matches a night that’s probably enough to max it out.

  • There are top tier Hag players who do consistently well with her even against survivors who have good map sense and flashlights. Basically her strength lies in the fact that she doesn’t care as much about loops and chases as other killers so as long as she’s strategically using her traps well they can score her hits fairly quickly. Yes, swfs with flashlights and good healing work best against her, but swfs generally work best against any killer so that’s not really unusual.

    As far as beating groups like that, Hag mains like Michi seem to do well by understanding what they are doing and adjusting their trap placements accordingly, such as setting up trap combos where the swf member might have seen Hag place one trap but doesn’t realize they placed a different one out of sight of that survivor along the same route. Or setting pairs of traps so Hag can injure someone, and then when the survivor runs away they hit a new trap right as Hag finishes recovering from the first trap for a one-two down. Michi also uses Make Your Choice frequently for Exposed hits to further counter healing.

    So all in all Hag mains can do fairly well, especially against average players. Her weaknesses keep her from going above A or B tier on most lists but I don’t know that many people put her below that.

  • Yeah I’ve never liked the black bubble, I wouldn’t mind seeing it go.

  • The main issue I see with Dead Hard is the auto-trigger cheat for it that’s been around for a long time. But cheats aside the perk isn’t as bad as it was.

  • @IlliterateGenocide said:

    yeah the eyeball I wish looked a little different, maybe as simple as making one of the eyes flipped would work

    or more swirls around the eye icon for deja vu

    Or maybe even something totally different, like two gens side by side for Deja Vu.

  • I should note that these things aren't mutually exclusive. Behaviour is a decent size company and can comfortably work on more than one thing at a time. In particular, for example, New Skins would probably mostly be handled by a different department than the department that works on anti-cheat measures. So it's not having one is taking away from the other.

    That said if I had to pick a top priority item it would be finding ways to get rid of cheaters. Of everything in this poll cheating is the only one that is literally a potential existential threat to the game in the long run.

  • @AnneBonny said:

    honestly i think the broken effect should last until the survivor is downed

    Ironically that could be a nerf depending on the situation. For instance, say I’m a killer with Forced Penance and I down someone who just saved another survivor at a hook. That downed survivor is now Broken for 80 seconds in addition to being downed. But with your change the downed survivor isn’t Broken at all.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224744#Comment_3224744

    I personally enjoy the idea of add-ons making Killers worse for some BPs if they're done in a fun or interesting way (Myers' Mirrors, Plague's Prayer Tablet, Hag's Hand, etc.), but I get why people don't like them, sometimes they just clutter the bloodweb.

    I don’t have as much of a problem with Meyer’s Mirrors, for example, since they provide a really big in match benefit, namely permanent aura reading on command. The fact they still have bloodpoints is a little annoying since they’re not necessary to those perks but at least the main benefit is the auras, not the bloodpoints.

  • @MrFox said:

    You can disable auto aim if you play the game on pc by going to your gameusersettings.ini file. There's a line of code that says "AimAssist=True" set it to False and boom, no aim assist. I cannot confirm nor deny that this wont get you banned but considering the fact that people have modified this game's gamefiles for literal years without getting banned, I highly doubt it will get you banned because if anything it provides you a disadvantage with certain killers like nurse or blight or wesker (basically any high mobility killer)

    Honestly if it’s a simple true false option they should just add it to the game menu and let people turn it off if they prefer that. 🤷‍♂️

  • I have fun playing killer. 🤷‍♂️

  • Just to clarify, only the Endurance portion of Off the Record is disabled when you do a Conspicuous Action like repair a gen. You still get to retain the stealth benefits for 60 seconds regardless though. (The entire perk is disabled once the gates are powered though.)

  • I don’t think add-ons which balance themselves with bloodpoint bonuses are good for the game. I like the idea of add-ons that have downsides that are made up for with benefits that impact the match itself, like Huntress’ Iri Head which limits her to only one hatchet at a time but with the benefit they are instant down. But I don’t the game should have add-ons like Padded Jaws where Trapper’s traps do no damage but he gets some bloodpoints because the bloodpoints mean nothing during the match itself. I’d rather see that bloodpoint bonus replaced with a benefit for Trapper in the match, like maybe those traps reset themselves or he has a lot more of them available or even something like he can get traps out of lockers and the oldest trap is replaced, etc.

  • @Cybil said:

    A lot of people like to stack crouch speed add-ons along with play with your food to create small face. Probably the meme-y-er-est build in the game.

    Actually the crouch speed add-on isn’t bad, I’ve used it sometimes. You’re basically trading off some moving speed for better stealth, so the time you lose moving a bit more slowly you make up for by getting closer to survivors before they spot you or break you out of stalk.

  • @Veinslay said:

    https://forum.deadbydaylight.com/en/discussion/comment/3224520#Comment_3224520

    It's not THAT great. I'm convinced that it has such an above average kill rate because the exit gates are static and extremely easy to patrol. There's basically no chance of a survivor getting out the door in EGC if the killer doesn't want them to get out. The map is hold W heaven because of the corridors and you can see the killer coming from a mile away. There's also terrible hook spawns that can rob killers of hooks

    Actually even though the corridors you can sneak around quite well in the side rooms. It’s actually a really good map for stealth killers.

  • Back in January the devs reported Midwich had the highest overall kill rate of all the maps. That map hasn’t changed since then so there’s no reason to think it’s still not a good map for killers.

  • There’s no particular reason Boons and Hexes need to work the same way. It’s perfectly fine for Boon totems to be reblessable so long as the individual Boon perks themselves are balanced around that. And in fact the only Boon people even complain about being overpowered on this forum is Circle of Healing, all the other Boons are generally considered a lot weaker and see less use. (Shadowstep is probably the second best Boon and it sees much less use than Circle of Healing. Exponential is pretty bad, it only sees use in gimmick builds by swfs, and Dark Theory sees basically no use at all.)

    So no, Boons and Hexes can work differently, that’s totally fine.

  • It’s better than the old Rank system, but no system is going to avoid mismatches since there are too many reasons for the matchmaking algorithm to ignore player ratings when making matches (e.g. friends with widely different ratings in a swf, people dodging lobbies at the last minute that need a backfill quickly, players on the outliers of MMR having people players in their bracket to go against so end up in whatever match has a spot). So while I think the MMR rating itself is pretty accurate there’s a lot of times where matchmaking effectively ignores it entirely and you get random results.

    (And no, switching to the old system wouldn’t improve anything, the old system had even more mismatches than the current one.)

  • Zombieland is a great movie, I’d be totally down for Woody Harrelson’s character as a survivor.

    Terrifier is kind of a bad movie. I’m not that interested in it as a franchise, let alone its sequel that I had no idea existed until this post.

  • I can't speak to the specific idea in the original post, but generally speaking I could maybe see a killer whose special ability includes inflicting mid-chase skill checks as a distraction. 🙂

  • @K139K05 said:

    I think a slight cooldown would be necessary, since otherwise you won't be able to see the difference between a Deja Vu generator and Visionary generator. Increasing the range would honestly be not a bad idea, but removing the cooldown completely is.

    Out of curiosity is there anybody that actually runs Deja Vu and Visionary simultaneously?

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223892#Comment_3223892

    so basically ghostface is a more sneaky but more venerable to survivors exposing him while pig is slow but always sneaky

    tbh is it weird i find crouching as ghostface feel a little too short, when you see him he isn't crouching that far, but in pov it feels like u are proning lol

    In fact I've played as Ghost Face crouching with that green add-on and it's kind of fun. 🙂 You sacrifice some movement speed crouching around a lot but it does noticeably help you remain hidden and actually sneak up on survivors because of the lower profile.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223877#Comment_3223877

    i think he is a bit faster than pig while crouching im not sure as well but i don't feel any slow down like pig, actually im pretty sure its the same speed since i've seen youtubers literally chase while crouching lol

    Just out of curiosity I looked up the numbers

    • Survivor running - 4 m/s
    • Pig Crouched - 3.6m/s crouched, 3.815 m/s crouched with John's Medical File
    • Ghost Face - 4.6 m/s standing, 3.6 m/s crouched (same as Pig), 3.96 m/s crouched with Leather Knife Strap (it's a little faster than Pig with her add-on but Pig's is a brown add-on and Ghost Face's add-on is green so that's ok.)
    • Nurse - 3.85 m/s walking


    So TLDR both Pig and Ghost Face move the same speed while crouched without add-ons and that speed is slightly slower than Nurse's walking speed. With their add-ons the walking speed is comparable to Nurse's walking speed (so it's still a bit slow but better.)

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223733#Comment_3223733

    in closed maps its really good, tbh all stealth killers in closed maps are amazing, but in open maps they are very useless

    and tbh they should really make her speed just normal, i mean ghost face can go all spooky mode and doesn't lose any speed so why piggy :<

    Honestly I don't have too much trouble with stealth on the outdoor maps, I've won games with Scratched Mirror Meyers on a lot of different maps for instance. The main trick is trying to be really aware of using obstacles to block line of sight on approaches. In fact Pig's particularly good at it since she has such a low profile that things like grass and shorter obstacles hide her where a taller character like Michael might get spotted. So yeah, indoor maps are the best, but if you're careful outdoor maps still work ok. 🙂

    As far as Ghost Face versus Pig goes, don't forget that Ghost Face's stealth can be broken by survivors but Pig's lasts as long as she stays crouched. Also Ghost Face moves normal speed while standing but if he crouches he's more like Pig's speed I think.

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223725#Comment_3223725

    or use combat Straps to instantly check for survivors quickly

    I like her Stealth actually which is why I prefer the bonus movement speed while crouched. Yeah you move more slowly but you can make up the time difference by getting closer to the survivors before the chase starts.

  • @kingcarl2012 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223576#Comment_3223576

    No but there is a youtube video of them side by side and while COB does start faster, if you are trying to reduce a gen from 99 to 0 Overcharge is actually faster than COB.

    That’s because Overcharge hypothetically lasts indefinitely while Call of Brine lasts a max of 60 seconds. But in practice gens that were at 99% aren’t normally abandoned by survivors for a full minute or more, someone comes by to stabilize them well before that point. And if they touch the gen before about 15 seconds or so (I don’t remember the exact number) and make the skill check then Overcharge is actually less total regression than even a normal kick with no perk, let alone a kick with Call of Brine.

    Really the times Overcharge is better in practice than Call of Brine is when survivors sometimes miss those checks. When that happens they get significantly punished with extra regression and that makes up the difference. But if you’re against survivors who are all solid on skill checks Overcharge is I think definitely worse than Call of Brine unless you maybe have some sort of gimmick like an impossible skill check type build (e.g. Unnerving Presence plus Huntress Lullaby).

  • @AcelynnBen said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223718#Comment_3223718

    well unlucky me cuz my MMR on her is high and its not worth using her stealth unless you are using amanda's letter

    On a tangent my favorite Pig build is Amanda’s Letter for the auras while crouching plus the brown add-on that increases your crouched movement speed. 🙂

  • @The_Scarlet_Witch said:

    Plus pig isnt a strong killer in general

    In general the stealth killers, including Pig, are stronger than normal against average MMR players. At higher MMR the survivors have strong observational skills so Undetectability becomes less effective. That’s why Pig and the other stealth killers typically do ok in the overall kill rate stats but supposedly do worse in the higher brackets with fewer players.

    So basically Pig is actually strong in most matches, just not at the high end.

  • @Veinslay said:

    At the very least this busted perk shouldn't work on multiple levels. Dealing with boons placed on top floor of Ironworks of Misery, or in preschool basement on Badham, etc. is insanely unfair

    I agree here, in most cases CoH actually doesn’t seem that bad any more, I’ve won plenty of games against CoH players partly because they spend so much time fiddling around with totems and self healing versus being in gens. The one issue I do think it has is on those specific multilevel totem spots like you mentioned which take a long time for the killer to reach but also cover a wide part of the ground level of the map. If those totem spots were moved to ground level to be more generally accessible it would help.

  • @Omans said:

    Spending bloodpoints feels awful. The best QOL change they could do would be adding a button that auto-spends the web you are on.

    But it has been suggested many times, and the devs never respond. Maybe they like the grind.

    I'm not against an auto-spend button for people interested, but personally I wouldn't use it since manually picking what you buy can save you I think maybe a couple hundred thousand bloodpoints if you're trying to minimize your total cost to reach level 50 from level 1 by always doing the individual webs in the cheapest possible way.

  • @MrPenguin said:

    https://forum.deadbydaylight.com/en/discussion/comment/3223096#Comment_3223096

    Yes absolutely. If we would have more concise and workable data than maybe we could make some arguments. As is, the data is basically unusable.

    Nightlight's kill rates don't really tell us much, other than supporting that kill rates across the board went up. But its perk usage stats are a little more reliable because they're based on the perks the random opponents are using and not the perks the people uploading the data are using. The exact percentages are a bit different in the overall data since these things vary by region (e.g. Self-Care is more popular in Asia according to the devs so it doesn't show up as much on Nightlight as the global stats) but the general trends and orders are probably consistent with the overall game (e.g. Dead Hard and Windows of Opportunity are the top two survivor perks on Nightlight and probably also in the top two or three or four perks overall.)

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3222863#Comment_3222863

    Care to point to the data that states how many times a survivor scrawls to a deadzone in the corner where the killer can't hook them? Or the data that shows how effective bodyblocking is at denying hooks? How about how many times a hook sabotage has actually prevented a hook, rather than being in vain because the killer wouldn't have made it to the hook anyway?

    Not everything is captured by data, not everything can be captured by data, because not everything can be measured or quantified. That's why we have feedback, that's why we have anecdotes. If we only needed the data, the devs wouldn't need to know what we think, they could just look up their spreadsheet and draw their own conclusions, like you seem to like doing so much.

    Not everything is captured by numbers but a lot of things are. And while numbers don't tell the whole story your view of the game has to be consistent with the data or you'd just be believing in a false narrative.

  • A full Supernatural chapter is one of my top picks, with the Winchesters, a Demon killer, and the Bunker as the map. But if all they could license was Sam and Dean for a mini-chapter I wouldn't complain. 🙂

    I think my second place pick would be the Walking Dead main characters.

  • @MrPenguin said:

    Those stats are heavily flawed, you can't really gauge much of anything from them.

    That's a kill rate for the entire game, including newer/casual/bad players who die the vast majority of the time. It is not representative of gameplay with actual good player, where the kill rate is much much lower.

    Just to throw an example out there: low MMR kill rate 90%, good player kill rate 30%, 60% overall kill rate. But the game is still unbalanced in the survivors favor since obviously you don't consider the game being balanced by taking into account people aren't even good at it, which is the majority of the player base.

    TL;DR the lower skilled players are inflating the kill rates so it seems like killer is in a much better spot than it actually is.

    Just to use some actual numbers for context, Nightlight's average kill rates were about 49% prior to the rework and are about 54% currently. I'm pretty sure its kill rates skew a bit lower than the overall stats over all games because the players using the site are going to tend to have more play experience than average players who won't be interested enough in the game to upload data. And the common consensus is that lower MMR matches have higher kill rates so it shouldn't be surprising if a site like this is a bit lower kill rate than the 60% or whatever the devs currently see overall.

    What would be neat to see would be a kill rate by MMR chart similar to the ones the devs did in June for perk usage by MMR. Each line would be a killer and the plots would be kill rates by MMR rating. I'm pretty sure there'd be some trends like stealth killers doing well at average and low MMR but worse at high MMR and Nurse being not so great at average and low MMR but above average at high MMR because of her learning curve. It also would give a finer sense of where that 60% kill rate or whatever the game currently has is coming from.

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