malloymk
malloymk
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2931804#Comment_2931804
Are we looking at the same stats? Red rank kill rate for Billy went down from almost 80% to 53%
No we're not. I see Billy at 65. Even at red ranks he's at 75, not 80. Though change to grades pretty much makes it an apples-to-shoes comparison anyway (i.e. no accurate comparison can be drawn).
And just for the record, even if there was an 80 percent kill rate for Billy and it dropped to 50 percent, that's totally fine as it should be closer to 50 percent than 80. This game would suffer mightily if any killer had an 80 percent kill rate.
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Take a break? Then I just get further behind in the grind.
But for real, I've taken a few breaks and it's definitely something I'd recommend as well.
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Early game face campers are douchebags. Period.
The devs really shouldn't make it that easy for killers to win games by camping.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2931774#Comment_2931774
And the current ones for comparison
https://us.v-cdn.net/6030815/uploads/JX65LLFX5V3F/killstats2022.jpg
That's not a thirty percent drop or even close really. Most characters are about a ten percent drop at most and all are damn near close to 50 percent kills. Again. Any survivor that says "I get out all of the time" is full of it.
Just as any killer that says "it's impossible to play killer" is full of it.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2931454#Comment_2931454
I love how you´re making up a conversation in your head. Since i never claimed to escape most of my matches and i certainly didn´t call you bad or anything (especially since i never spoke to you before this post). My escape rate is high. But i can also have some bad days, where i won´t escape a single match (which, as already stated, originates in my teammates giving up).
The kill rate has dropped around 30% in the last 2 years. Devs even explaining that SWF have a 15% higher escape rate than solos. So with the current kill rate around 50% (some killers slightly below, some slightly above). It looks like an improvement for survivors.
You brought up the OP saying he said he survives all the time. Show me these 30 percent kill rates lol.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/2926035#Comment_2926035
I know reading the title and jumping to conclusions is tempting. But he literally says in his first line, that he´s escaping most of his survivor matches.
Anyway, back to topic:
I can confirm a high escape rate. Main thing thats preventing escapes are suicides/disconnects. CoH is still strong, since the "hard nerf" just increased the healing by 3 seconds. So i still use it with success.
I don't believe any survivor that says they're escaping "most of their matches". Period. Point blank.
The data released by the devs throughout the years have always shown a better than 50 percent kill rate. So maybe there are a small percentage that escape most of their matches, but not nearly as many that proclaim that's the case on the forums. This week in 50 or so games, I probably escaped 10 times. This includes the games I played with friends.
"Well maybe you're just bad". Sure fine, I'm terrible. Okay, then why isn't my MMR dropping to the point where I'm getting easier matches? Hmm.
In my killer games yesterday, I had two games where I got beat pretty badly. No kills, four hooks or less (wraith/trapper). Four k'd games as wraith, pig (3 times), Freddy, and twins.
I get it, why should you believe me but not this other dude that says he escapes most of his matches. Again, the data released simply shows that kill rates are too high to believe that this game is so easy for survivors.
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No. Killer is not impossible.
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Same. Played two games yesterday. One game today. No fun. Also, kind of sick of being one emblem point away from pipping every single game. Very survivor sided game though, lulz.
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Only escaped once via killer pity today. I have not increased any pips. So no, killer doesn't seem to be too hard nowadays.
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@Raptorrotas said:
Slugging for the 4k is fine.
It only works because the last survivor is more interested in getting that free escape than doing gens or helping that slug. Hasnt it been quite normal for the last two survivors ho stop trying to open the gates and just wait for the other to die?
Funny how "delaying a disadvantegous state of the game" is happily accepted for survivors and shunned for killers, yet again. I'm talking about 99ing the gens to delay/skip EGC, by the way.
Sort of apples to oranges, but I do agree that the 99ing mechanic is kind of BS and should be adjusted.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2920338#Comment_2920338
I started doing it because people taunted me that I wasn't good enough to get all four, course that was in 2018, so it was early in my "career".
The only time someone gets out is if they deserve it.
I just try not to take the game too personally. It is hard sometimes though. I've had games where I was literally farming and letting people wiggle out repeatedly, and was called a noob. I just chuckle most of the time.
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@Pulsar said:
It's literally fine.
Nobody begrudges Survivors for trying to escape thru hatch or for trying to finish all the gens.
The Killer is allowed to win.
Killer already wins with a 3k. Making a survivor waste 4 minutes is pretty boring. I don't necessarily fault killers, it's just a bad mechanic that the bleed out timer is so long.
I only slug if I'm going for adept or need the last bbq stack or I see the 4th survivor as I'm downing the third. But if I have no clue where the fourth is, I'm just hooking and playing to shut the hatch. Why putz around for so long.
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@IWantCandys said:
https://us.v-cdn.net/6030815/uploads/IHLNCYXXFZAT/20220423022606-1.jpg
This is gonna be long ....
The screenshot is from a friend of mine who just sent me after his last match. Well, he has hardly any experience in the game, he had played it a few months ago for a few hours but then gave up because all the matches were a torture for him. And I thought, after hearing about the new MMR changes, I'll tell him that now might be a good time to give it another try since BHVR now wants to protect newcomers from experienced players.
Well... you can see the screenshot.
This was a full swf on comms with meta perks bullying my friend the entire time with flashlights blinds , body blocks and pallet stuns like there was no tomorrow.
Now he doesn't want to touch the game anymore. He says if even the new matchmaking doesn't work, and there's no way to detect swf in the lobby screen, so he can dodge all swf, the game is just unhealthy for his mental health and he never wants to play it again. I've rarely seen him so upset.
However, that also got me thinking.
There is a problem , a problem that is not so easy to fix with a few tests and changes
Many Killer players have had this experience of my friend.
However, I keep reading posts where survivor say that they are still being matched absolutely unfairly, too.
My own matches (survivor and killer) have been mixed. Some were good but most of them still very stressful.
After the talk with my friend and some thoughts,
I now see the main problem with survivors and killers and so the main problem with the mmr and the unevenly matched players is that there are too few killers. Just that.
THIS is the root of all evil.
If there are too many survivors in the queue then any MMR changes will do next to nothing for BHVR.
1) From Survivor's point of view: There are too many Survivors and not enough Killers in the queue. The result is that the game always gives the survivor whichever killer is available, and as new killers like my friend get scared away, there are often only a few hardcore killer mains left (especially on peak times where most people have time to play) and so weaker survivor teams will still be matched with strong killers again and again, no matter how often they try to change the mmr system.
2) From the killer's point of view: As I said, there are too few killers in the queue. This means the game throws a random killer at the survivor team that has been waiting the longest in the queue, often an experienced full swf on comms. Again, the cap doesn't work as it should, the MMR gets out of balance, because if it worked as it should, some teams would never get a match.
The solution would be to make the game more attractive to killers.
The community is constantly fighting about buffs and nerfs for each side, but maybe if players were matched fairly, all the time, those arguments wouldn't be necessary at all. But this requires a balanced killer/survivor ratio with players of different skill levels.
But what does BHVR have to do to make the game more attractive for killers without completely destroying solo survivors?
Are we realistic, removing swf will never be a thing, they would lose more than half of the player base.
Bring solo queue closer to swf and then buff killer?
I don't know if that would really have the effect it needed, but maybe I am wrong and this could be a solution.
What do you think needs to happen to make the game more attractive to killers in order for the balance to be restored?
And please be realistic in your suggestions. It must not happen that one side suffers, so no suggestions with any mega buffs that would destroy the solo queue completely.
Looking at these scores, it doesn't seem like they bullied him for that long. They do have strong perks though.
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If there is no social contract, go cut in line sometime and see how that works out.
Or better yet, invite me to play swf with you and see how many games you play with me when I quit at any whim. I bet at some point you would probably stop playing with me.
Just because you don't want to follow the social contract doesn't mean it doesn't exist.
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@toastcrusher said:
funny to see how some people think they need to decide for the owner of a product how they should use it or even better....stop using it.....
Lol, it's a multi player pvp game. Part of the social contract of playing games is to follow the rules and not to just quit mid game for whatever reason.
Ever play a board game where someone just quits? It basically ruins the game for everyone else. So yes, people are going to make the suggestion to quit playing all together if your skin is so thin that you can't handle a little adversity in a 10 minute video game.
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Same. I just wish they'd give a little more notice. And yes, the grind is insane. But it's always nice to get some login bonuses.
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@semm88 said:
I never thought I was gonna find as toxic community as it was in dota, but after playing dbd for a few months, I must say, people playing it, especially survivors are so toxic and childish that makes every 2nd game pathetic no matter the outcome. Like I am playing the killer in the nicest way possible, not camping, tunneling, letting them unhook etc and what I get in return are tea bags, flash clicking and trash talk in chat after game. How miserable your life must be that you find pleasure in pissing someone off and acting like an idiot. I am not sure what the majority of DBD community thinks and how you guys feel but I am rly not enjoying the game.
Yesterday, almost every game I played as survivor had a killer that was straight up camping and tunneling. Some slashed me on the hook, which I actually find amusing, but is definitely the equivalent of teabagging.
I have come across many toxic players on both sides. It's just gaming in general. People are competitive and can be sore winners and losers. That's just the way it is.
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I think it's a good event. My only complaint is that I wish they gave a little more advanced notice. But anything is better than nothing.
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@GoshJosh said:
First of all, please no more ‘perk solutions’. Secondly, the killer player has the right to look for the fourth survivor. Slugged survivors will eventually bleed out, after four minutes max. You have several perks already to counter this play style, should you choose to use them.
As for slugging just because? The base kit solution is to simply allow a slugged survivor to accelerate their bleed out timer when all other survivors are dead, hooked, and/or also in the dying state. The killer can still look for their fourth survivor, but can no longer keep multiple survivors hostage for toxic reasons.
Four minutes is a long time for survivors to be bored while you sweat for a 4k. I mean, outside of adept chasing or getting that last bbq stack, what's the harm on just hooking the 3rd guy and playing things out.
I'm not saying you have to give the hatch or escape, but it's boring as hell (as killer too) to slug for the 4k.
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@humanbeing1704 said:
Suicide button after being slugged for 2 minutes
For real though.
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@Piruluk said:
I maybe seen a subtle cheater yesterday playing mikaela, she blessed a totem and it was a healing, speed boost, recover from dying and shadowstep at same time.
She was probably just running all four of the boons.
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@danielmaster87 said:
Stop making connection-based perks, I'd say. When the connection to the server is perfect for both players, only then is Dead Hard, Head-On, and the pallet stun perks "fair" for both sides. If just one of them has bad connection, it favors the survivor. And a "bad" connection in this game is an amazing connection in any other game, meaning you have to have a ludicrously good connection to have a "good" connection in this game. We see this even with downing survivors normally, a basic function of the game, because you down them and they teleport, sometimes even allowing them to get out the exit.
That's not true. I've had my head on ganked by lag almost as much as I've gotten it to work.
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@BadLooperQ said:
Every blight in a nutshell.
Don't forget the huntresses as well!
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Every once in a while I play Friday the 13th or Madden.
I'll be interested in the Evil Dead game when it comes out.
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Perk: Pick Pocket
While equipping this perk each time you unhook a survivor you take their item.
It would be stupid and annoying to deal with, but also hilarious.
You'd definitely see even more disconnects though.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2905733#Comment_2905733
So?
This game isn't balanced around solos. It can't be, because SWF is a thing and killers also need to be able to win against SWFs.
BHVR are aware of this issue, and are giving solo survivors substantially more tools to coordinate and will be buffing killers to compensate. And they have numbers and stats that we aren't privy to.
If you're always seeing survivors lose - remember that the survivor role is a team role. Now - bear with me - what is the common denominator across those games?
Lol. Are they? And when? After they do something about the grind?
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I like to bess my Bloons.
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The thing that is nuts, is that there are so many things that could be done to alleviate the grind, but when they're suggested there is either silence or an excuse why that specific idea wouldn't work. There have been an absurd amount of ideas that have been thrown out, most of them good. You're telling me, none of them could be implemented? Get real. The grind is this way by design. Period.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2904788#Comment_2904788
If I were to start playing the game now I would have quit. And so did a lot of new people who brought to the game, because the grind is a disease to new players.
All the grind is doing is telling new players to not even bother, if they already know they will have to spend thousands and thousands of hours in the game.
I actually tell me friends not to bother to pick this game up, because they'd be too far behind in terms of perks due to the massive grind. And believe me, I'd love to play with my real friends. But it's like recommending a ######### friend for a job, my name is on the line. I don't want to recommend bad products to friends.
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I agree. One of the most unbalanced things in the game. I wouldn't mind them as a killer only offering, but for survivors it can really cheese things up. I wouldn't mind a offering that excludes certain maps.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/2904383#Comment_2904383
It should have been made default multiple chapters ago.
With every new release it just gets worse and worse.
But that would be a bandaid fix. /s
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It will be a huge swing and miss of they don't announce an actual serious solution to the grind during the anniversary event.
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@SuzuKR said:
https://forum.deadbydaylight.com/en/discussion/comment/2904109#Comment_2904109
Because it’s not an anti tunnel perk nor is it meant to be, because that would be busted. It is a one time discouragement of reckless tunneling since the stun allows for good survivors to punish the killer strongly for doing so. It is in a state of perfect balance as is.
According to who? You? When did the devs say what you're claiming DS to be. Like they would ever say "it's for good players to punish tunnelling". Lol. Get real.
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I'm sure it's possible that I've played against a few subtle hackers, but who knows. As far as obvious hackers I've only seen my wife play with one (she was solo). It doesn't seem like the epidemic that others claim it to be.
How obvious were their hacks? I mean I've been accused of hacking before because my lag was bad. And I have no clue how to hack on console.
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@Okonar_ said:
https://forum.deadbydaylight.com/en/discussion/comment/2903285#Comment_2903285
Are you high? 8 seconds stun for an easy skill check? lmfao
If it's truly an anti tunnel perk, why not give the survivor a chance to actually gain distance and lose the killer? Instead it's a tunnel delay perk. Ope, got ds'd and the survivor is still well within distance for me to down them again in 15 seconds.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2903582#Comment_2903582
The difference being the Killer's goal is to stop Survivors via killing them.
The Survivor's goal is to escape. Not to stop Killers. That's the difference, and why Survivors should not have perks that punish Killers.
Instead, Survivors get to punish camping, punish slugging, punish tunneling. And now they think it's not only normal, but expected to do it more, and want perks changed to literally auto-DS and reward them if they do it better.
That's why this game barely has any Killers left. Because it's so Survivor-sided that Survivors think 'Let me have Auto-DS, and reward me with bonus stun if I hit the skillcheck' is a good idea. Because they have been conditioned to think 'I punish Killers' instead of 'I try to escape'.
I have longer wait times as killer, so I could make the arrangement that there are actually more than enough killers right now.
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@AngyKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/2903285#Comment_2903285
No. This literally makes it a skill-less perk that punishes Killers for playing their objective.
And... I could list a bunch of killer perks that are also skill less that punished survivors for playing their objectives.
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@dictep said:
Skill checks are very easy. Killer mains never fail one. Devs should not remove skill check but add them to hooking people
Lol, that would be great. Having to hit those merciless storm skill checks while carrying someone to a hook. That would be hilarious.
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I say this. Keep the skill check. If they hit it the killer's stun timer increases by 1, 2, or 3 seconds depending on the perk tier. If they miss it, they still get the default 5 second stun.
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@DarthTyros said:
Simple. If they opened the exit gates they want to BM. Looking away from the Tbag and or not indulging them is not going to do you any good. Get bagged and move on, simple as that.
Yeah, honestly it's the same as slashing on the hook. It's a little cheese, but I'd much rather chase the survivors out then hide from the bags. Like, who cares? Bag me.
It would be nice if they at least let me slap them on the way out. Sometimes they do, sometimes they don't. Either way, kudos to them for escaping and on to the next game.
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@Tsulan said:
If they gen rush hard, they might not be able to pip. Since they had no killer interaction.
So it might be that they try to get some chase points.
Mostly this. The game lasting at least 9 minutes is important in the current emblem system.
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@SpaghettiYOLO said:
https://forum.deadbydaylight.com/en/discussion/comment/2888794#Comment_2888794
Cracks me up when people complain about killer meta builds, yet most games, survivors are running any combo of DH, DS, IW, BT, UB, CoH, SC, PT, and the occasional BO accompanied by predictable running into far corner or upstairs to prevent getting hooked.
Both roles can say they're tired of the same crap, yet both keep perpetuating it. So either stop wasting people's time and play it out or just uninstall. I played a Doctor match earlier today that was over in 3 minutes and 52 seconds because the first person I downed DCed immediately. It doesn't matter what the killer is. People who do that will find any reason to justify their rage quit and it's not fair to their team. I just don't have the patience to farm anymore, so I just end those games ASAP.
Agreed. I lot of people that disconnect, run strong perks and items and drop at any sign of adversity. I'll admit, being the first player downed usually makes for a worse match, but it doesn't mean you're going to get killed or you can't at least help the others live.
Like if a tiny bit of adversity is too much to handle, play single player games where you can reset at your heart's content.
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@KerJuice said:
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
- Remove SWF from public matches. The rest will fall into place and devs can balance the game out properly.
Congratulations. The player base has never been smaller now.
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Nah.
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This thread is something.
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@yeyil75996 said:
When the Killer is running faster than Survivors and has Bloodlust giving him a speed boost if he can't catch you, expect people to use a "second chance" perk with the number of assists the Killers have. A Dead Hard nerf would totally destroy this game, let's talk about it when that nerf happens, because it will, with the amount of crybaby killers there are on this forum and everywhere else.
I rarely use dead hard or really any exhaustion perk really. My games are generally fine.
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@VikingDragonXii said:
https://forum.deadbydaylight.com/en/discussion/comment/2894341#Comment_2894341
But sadly most survivors are not using it as it's supposed to be used for. DH is supposed to allow the Survivor to "dodge" a killer attack. But what most survivors are doing is using it to gain distance to safe zones.
Hence why the Devs are looking into changing it. They don't like that DH is being used as a distance perk instead of a dodge perk.
Devs are also working on a solution for the grind. I won't hold me breath that they'll do anything about that or dead hard anytime soon.
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I will say this, this would be an excellent scenario where voice chat would come in handy.
Survivor DCs
Killer: how do you guys want to play it out?
Survivor 1: Farm?
Survivor 2: sure sounds good to me
Survivor 3: Nah, farming is boring. I'll just go to the basement. Hook me so I can move on to the next one.
Killer: Sure thing. Alright guys, I'll kill that guy and then we can farm for a bit.
Instead, nobody can communicate besides pointing at a hook, which could mean farm or just kill me. A killer can stand in front of a pallet or gen and just swing, but sometimes survivors just run off anyway. It's just dumb. Voice comms would solve so many issues in this game. This would be one of them.
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@JeanCharpentier said:
https://forum.deadbydaylight.com/en/discussion/comment/2893584#Comment_2893584
Survivors should find engine pieces on the map to fix the generators (requiring a 5 seconds repair action on it) and then they can start to repair them.
This would add easily 2 minutes time to each trials, enough to allow more chases.
You say this, but killers would still camp and tunnel. They have camped and and tunneled since the game has come out. I don't mean to sound snarky at all, but what makes you think that killers will stop doing this if they add a secondary objective or extend gen times? I just don't see killers changing their strategies just because of gen times increasing.
Killers still wreck lobbies with an early dc or hook suicide.
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@JeanCharpentier said:
Yup, throughout te years, DbD went from a hide & seek/chase game to a camp/tunnel game.
Honestly, i play both sides, when i'm survivor, i hate the tunnel/camp but when i play killer i understand why mot killers has to do it.
This is a global game design problem : gens are too fast + survivors have way too many second chance perks + too many sage places on all maps.
DH ? survivor has failed his/her way, second chance, 30 more seconds of looping
BT ? meant to avoid tunneling, survivors use it as a shield to protect others
DS ? same as BT
Gens ? survivors bring perks + items to make them faster
And to make all this even easier ? 20 pallets/windows per map
Most killers have no chance to win by chasing so they come back on saves
Garbage gameplay ? yes, it is what the devs call "fixing" the game
You do realize that killers have camped and tunneled regardless of gen speed or second chance perks, right?