sulaiman
sulaiman
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Hmm, now i have to consider...some killer dont care, some get sweaty...maybe i should go for the last-second-key change then, because the killer that pull a sweaty build seems to outnumber those that got pissed because of the change...
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@Beckzfeehan7 said:
The amount of rank 17-20 players I’ve come across tonight has been painful.
The number of games done in minutes due to just low levelled team mates, camping low rank killers or full red tanks bullying a 20.
Do not put this system into the game or else it’ll ruin it for new players for quiet a while
Ever considered that you are matched with them based on that you usually contribute to the game?
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I am at red ranks as survivor and i get constantly matched with survivors rank 15+.
While some might argue that this is no sign of MMR not working (yes, high ranks mean nothing), i am the only one that knows how to repair a gen. And if i bring an aura perk, there is one or two just hidding the whole game, doing nothing (except maybe unhooks if the killer goes away).
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First, let me thank all killers that dont camp and tunnel me for bringing a key. Because that actually happens a lot.
The only reason to bring a key anyway is the fact that i play solo survivor only, and that almost every second game someone dcs or suicides, making the game unbalanced on the spot. Depending on how i feel, i would just run to the killer to get over with the game and get to the next one. But if i have a key, i at least have a fighting chance. That said, i dont hide or anything, i do gens normaly, and try to get the remaining survivors out the normal way. Only if that istn possible (the second guy suicides because the first guy did, for example) then i take my backup.
But a lot of killers do camp and tunnel for that (although a lot of killers do that anyway), so i sometimes think that that is enough counterplay for keys, no further nerf needed ^^.
Just to add to the discussion why some people even bring keys.
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@TapeKnot said:
Here's the Google spreadsheet with all of the data I recorded: https://docs.google.com/spreadsheets/d/18y63C6o_QK1evzsURL2pkFvNJQhW9otMWfEcfkx_4hg/edit?usp=sharing
On January 29th, 2021 I began collecting data from every Dead by Daylight trial I played. On March 1st I posted the data I collected after 250 trials. I've just reached 500 trials and decided this was a good place to stop for the time being. Throughout my data collection, my survivor rank was 8-1 and my killer rank was almost always 4-1.
Here are some interesting data points (keep in mind that I played more killer trials than survivor trials, so killer-related data might not be as accurate):
Overall:
- I played 148 survivor trials and 352 killer trials.
- The average kill rate is 78.30%.
Maps:
- The most played map was Lampkin Lane, with a 6% visit rate. It has a 79.17% kill rate.
- The least played map was Badham Preschool I, with a 0.4% visit rate. It has a 87.5% kill rate.
- The map with the lowest kill rate was The Pale Rose and Badham Preschool II, both having a 62.5% kill rate.
- The map with the highest kill rate was Rancid Abattoir, with a 97.22% kill rate.
- The map with the most survivor disconnects was Shelter Woods, with 5 survivors disconnecting.
- The map with the most killer disconnects was Coal Tower, with 2 killers disconnecting.
Survivors:
- The most picked survivor was Feng Min, with a 9.94% encounter rate.
- The least picked survivor was Detective Tapp, with a 1.19% encounter rate.
- The survivor with the lowest escape rate was our favorite gremlin Quentin Smith, with a 3.23% escape rate.
- The survivor with the highest escape rate was Laruie Strode, with a 29.63% escape rate.
- The toxic survivor with the most disconnects was Yui Kimura, with 4 disconnects.
- The pure survivors with no disconnects were William "Bill" Overbeck, Adam Francis, Jeff Johansen, and Ashley J. Williams.
- The most used survivor perk was Decisive Strike, being brought 670 times.
- The least used survivor perks were Buckle Up, No Mither, and Sole Survivor. All were brought only 1 time.
- The most used item was the Camping Aid Kit, being brought 251 times.
- The least used item (not including event items) was the Broken Key, being brought 5 times.
Killers:
- The most picked killers were The Nurse and The Nightmare, both having a 7.43% encounter rate.
- The least picked killers were The Hag, The Oni, and The Twins. All had a 1.35% encounter rate.
- The killer with the lowest kill rate was The Plague, with a 10% kill rate.
- The killer with the highest kill rate was The Oni, with a 87.5% kill rate.
- The toxic killer with the most disconnects was The Legion, with 2 disconnects.
- Most killers didn't disconnect once.
- The most used killer perk was Barbeque & Chili, being brought 77 times.
- A lot of killer perks weren't brought once, too many to list without cluttering the post.
Offerings:
- The most burned offering (not including event offerings) was the Escape Cake, being brought 85 times.
- A lot of offerings weren't burned once, also too many to bother listing.
I might start collecting data again in the future. If you have any ideas for what other data I should collect, feel free to leave it in the comments below.
I do that too, from time to time. The things i take note of is how many gens are done, and how many people escaped per game. (after the mori change, i had a nearly perfect 20% distibiution between 0 to 4 escaped ^^). I would have used hooks, but couldnt remember how many had happend. I might use them the next time.
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@apathyinc said:
https://forum.deadbydaylight.com/en/discussion/comment/2025873#Comment_2025873
You should probably try 100 solo queue escapes now. You know, for your experiment.
I have an escape rate of about 80% as solo survivor in red ranks, so getting 100 escapes is no problem. Getting them in a row, however....
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'But its still a problem on your side, and not on the devs side.
Its like writing to your car manufacturer and demand he fixes the street in front of your house, since you cant use the car there properly.
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@IronKnight55 said:
https://forum.deadbydaylight.com/en/discussion/comment/2023452#Comment_2023452
His power seems fun to use even if he isn't all that powerful.
So, are you going to play him?
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@selflessnea said:
The best thing to do is to just forget about that game. In your head you won that game. In their head they won.
Well, i am a solo survivor, and i would say they escaped, but still the killer won. There is a difference. its more like second winner in a ranking with 2 partys.
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@Beefmur said:
i just wish that only 1 person could use a key
That would be a good solution for solo players, so they have a reason to keep playing through dcs and suicides. SWF dont need them anyway.
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Thats fitting, in this forum anyone thinks of themself as a comidian.
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4% is the base chance to unhook yourself.
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Well, that is a way of seeing it and it sure is legit, but i disagree with be basic sentiment.
I play a lot of games, including boardgames and tabletop games. Usually, you try to play a fair game for everyone. Because if you don´t, people stop playing with you in real life.
And for me, the same is true for online games. Because to me, the others are not just bots, but i recognize them as fellow gamers and human beings, who are my gaming partners, even if they happen to play the opposite side.
That doesnt mean i have to make it easy for them. And there are times when i have to use camping and tunneling and genrushing and stuff to keep up with the pace of the game.
But i don´t play the game to make the other players miserable. I never teabag, i never hit people on the hook when i still played killer, and usually, i only play solo because its way more fair than playing in an swf.
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I had good and bad players on both sides. I do believe console players skill is impacted by the controllers and framerates, meaning that i belive they are at a disadvantage, but those who become good despite that really deserve my respect, because they learned to play around those limitations and cope with them ingame.
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@TheArbiter said:
https://forum.deadbydaylight.com/en/discussion/comment/2016319#Comment_2016319
I agree they can be frustrating to go against, but by adding an option like that, you are alienating about half the people who play this game from playing it again
Well, they could add a decent game chat, so swf could search for a killer (and maybe fill open survivor slots) and do a game not depending on matchmaking. Of course, that would mean swf couldnt be as toxic as before, because soon they wouldnt find killers to go against.
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I agree with you, i did the same, only without the teabagging.
If a survivor wants so save himself, he can do so. But if i come to save you, dont try to steal those points from me just because you think you can.
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@Exerath1992 said:
Keys = lobby dodge because right now they're unbalanced. They nerfed moris into the ground, and because survivors know they'll be nerfing keys soon, us killers see keys so much more regularly now. Until the keys are nerfed too, its not really fair to use them (should have been nerfed with moris), so don't complain about people dodging keys
Well, killers knew moris were to be changed, and used them up, too. I at least did. For months, i used a mori every time i played killer.
Well, also keys do have a disadvantage. Its very likly you are to be tunneled and camped if you bring one. On the other hand, as a solo player, it keeps you going if you have someone dc or suicide on first hook because they dont like the killer/map/chars their teammates play.
A lot will depend on how keys are changed. If they become useless, i think the game will become very boring, because if someone suicides or dcs, if there is no realistic reason to keep playing, you can just run to the killer and suicide yourself, or you only play swf, and stomp the killers.
Or, the new matchmaking works like the past games i had, where the killers tend to get 2 kills, because 2 players were way below the killers skill level, and the other two were way above (so in several games, we managed to do 2 or 3 gens in a 2v1 scenario). If the matchmaking works like that, it still will be boring.
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@Huge_Bush said:
https://forum.deadbydaylight.com/en/discussion/comment/2011702#Comment_2011702
Part of being a good teammate is taking aggro for your team. If you haven't been hooked, you should be willing to be hooked in order to give your teammate a chance. The only time you shouldn't take aggro is if you have bad teammates that don't play properly.
While that basicly is right, i stopped doing that as a solo survivor. I used to do it, but - especially if i played with a 2 or 3 swf - if it came to the last gen, a lot of times they would just get out and leave me there. While i can understand that if you have an instadown killer who camps, they would also do it with non-camping killers. A lot of random teammates just dont care. Once you learned that, you stop caring for them.
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Well, i had a similar game today, where i was the only one on a gen. The others run around the map the whole time searching for the ruin totem. It was a killer with good gen pressure, so getting rid of ruin was a good idea, but noone seemed to find it.
I was doing gens, but whenether the killer came i hid, and got back to the gen. I like the game as a hide-and-seek instead of a game of catch.
But tell me, did you run ruin?
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I think Billy, just like nurse, was turned into a binary character. There are just 2 Types now, billys that get a 3-4 kill with only 2-3 gens done, and billys that are lucky when they get 1 kill. The same is true with nurse, with those killers, there is no middle ground anymore, there is beginner and expert, but never anything in the middle.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2003374#Comment_2003374
Cool, so let's punish hook suicides in the same way as DC's. ;)
Yes, and punish hookfarming in front of the killer the same way as working with the killer. Bodyblocking another survivor in a chase as well.
Hmm, if i think of it, if a survivor not in a chase is not doing an objective, could that be considered working with the killer, too?
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@madminer95 said:
I made the suggestion here:
https://forum.deadbydaylight.com/en/discussion/226933/buff-the-killer-hook-ui
But I've yet to hear a good reason against providing Killers the same hook information as Survivors.
for the sake of preventing repeat responses please fully read the suggestion post and i'll put points and counterpoints I've seen so far below.
Killers would use the information to tunnel.
A Killer inclined to tunnel is already told the Survivor they are hooking is dead on they're next hook by them beginning to struggle and the "entity summoned" score event.
Even if it wouldn't encourage tunneling it would encourage better target prioritization
Giving Survivors the hook state information allows them to effectively prioritize preventing the killer getting kills by body blocking and not wasting time hanging around for a save if the person being hooked is on death hook.
If memory of hook states is going to be lorded as part of a killer's general skill ceiling why shouldn't that also apply to survivors?
To your last question. Simple, because it is meant to bring solo survivors closer to swf informationwise.
Currently, the game can never be balanced because there is a wide gap between random solo survivors without communication and swf with it.
Currently, if a killer is strong enough to handle swf, he is unfairly overpowered for solos, or if solos have a fair shoot at winning, leaving most killers at a disadvantage vs swf.
Closing that gap informationwise (and seeing how it plays out) might then allow better adjustment of power level between killers and survivor. Thats why it shouldnt apply to survivors.
Also, if i am not wrong, tunneling has nothing to do with "of the hook", but is exactly about going after the same survivor to kill him as fast as you can. Going for him after an unhook is just even easier.
And while you can do that of course, at the moment you dont know if you are against the claudette that has been hooked twice or if the claudette in front of you is the one you ddint see all game.
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@Ink_Eyes said:
I don't get it, we were told this chapter was gonna be lgbt related but I see nothing related to it, is the new killer lgbt or the survivor in some way?
Well, maybe ask the ones that told you, because the devs did not.
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Something is telling me you are not talking about Ronnie James Dio, although i think a song or two of his would make the game better...
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@JackFrostMan said:
I have never heard someone using the term "tunneling" for someone working on a gen. News flash, survivors have the main goal of getting generators done.
That's what they want to do. Get the gen done. You want to stop them from doing gens? Down them and put them on a hook instead of just chasing them away.
Well, i had survivors accuse me of gen-camping, for patrolling the gens they were working on, so that goes both ways.
Also, the killer has to kill survivors, yet survivors always want camping and tunneling, which are the worst and one of the best way of doing so, nerfed. This is just someone who used the same logic to gens.
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I think players should have a dc-counter in their matchmaking profile, that counts the % of games they dc. According to those numbers, they are placed in a dc bracket, like <1%, 1-5%, 6-10%, 11 - 25%, 26-75%, and finally, 76-100%. This should be recorded, but become active only after like 20 games, and then they are matched with players in their same dc-bracket.
This way, they can ruin the games for one another, and keep decent players out of it. Even if you have connection problems, you are ruining the games of others, so you have to solve that problem. Go go up a bracket, you need to learn to keep playing your game.
The only problem is, that this could be exploited by killers. A killer could dc if he is loosing anyway, and go to a higher bracket, which might lead to games where is is playing more like 3v1 instead of 4v1. But i think that might become boring very fast.
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@ThisBetch said:
Why play with your friends if you can't even talk to them? Don't get so worked up over it, sometimes you lose, sometimes you win. 99% of swfs aren't out to be rude to you, they're just having a good time with friends chatting and joking around. It's only when you get tilted and act snarky in chat, that they will see an opportunity to mess with you. Just say "gg <3" and move on, don't dwell on a loss. And besides, hard matches are the ones that make you improve! GL! <3
Well, to be fair, 99% of killers didnt tunnel mori of the first hook, yet moris were changed.
only 1% of escapes attribute to keys, yet keys are going to be changed.
99% of nurses and Spirits are NOT god killers you cant counter, yet a lot of players demand a nerf.
The rarity of something to happen has nothing to do if its balanced or not. Otherwise, keys should not change and moris should be restored.
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Well, as much as i like Star Wars, Darth Vader is surly not under the Top Ten if you ask people to name a Horror-Related Killer...
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even while working on that gen, you dont have to just crouch behind it. its aura just need to be between you and the killer.
Also, people dont have to run away, and i think the highlighting of the gen being finished hides your aura just as well if you just walk away.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/1972060#Comment_1972060
It absolutely is significant to remove pallets.
Map reworks (other than The Game) have always been Survivor nerfs.
A few seconds really matters. Would you rather have a gen take 28 seconds with 4 people or 36?
Toolbox nerf was fairly recent. Less than a year ago and it was a huge deal. Brown toolboxes could last most of a gen.
Keys, DS and OoO have all had their nerfs confirmed. We even got to see what DS will look like (probably).
The game rework was a survivor nerf too. It was previously one of the best stealth maps for survivors, you could juke the killer in the lower levels till chrismas if thats your playstyle (its mine for sure). With the rework, a lot of the line-of-sight blockers are gone, the stairs are see-through. They made that up with some pallets, but i do belive the map rework was a survivor nerf too.
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@Shaped said:
https://forum.deadbydaylight.com/en/discussion/comment/1957919#Comment_1957919
I always see people claiming they escape/4k all the time in red ranks yet I never see any proof.
This is not directed at you, just my observation.
To be fair, i keep records of my games in red ranks. Since the mori-change to the last rank reset, i had a perfect 20% distribution between 0, 1, 2, 3 and 4 escapes. Although i think that just a random distribution, it is nice to experience.
However, i keep those records only while i am at red ranks, because the chances of decent teammates are better.
But that changes nothing about my observation, that most kills are to be accounted on bad survivors (although really good killers do exist, but they are not that common as your teammates just being bad).
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@Tizzle said:
https://forum.deadbydaylight.com/en/discussion/comment/1957888#Comment_1957888
This is stupid.
If you aren't getting into a chase, 99% of the time you are not doing generators or saving nor wasting the Killer's time.
Your teamates are the ones doing all the work just so you can walk out the exit gate and get your precious pip (Rank means nothing FYI).
Thats simply not true. There might be people that play that way, but i dont. there are games where i am the only one doing gens, and a killer searching for you around a gen is wasting time as well.
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@Crypticghoul said:
https://forum.deadbydaylight.com/en/discussion/comment/1957888#Comment_1957888
It would be two-fold. It feels awful when your teammates refuse to do much because they're terrified of being chased, so while the killer isn't trying to tunnel, you're the only one they can find (I've been on both ends of this, as the killer and the survivor).
And as killer it's incredibly boring when most of your match is spent looking for people rather than chasing.
Of course, this change would probably need a harsher pip system for killers that tunnel as well since survivor pips would be more dependent upon the killer not just running one guy down most of the game (there's already some anti-camp in the emblem system, hence why I don't mention it).
I think the game is more fun for both sides when a lot of chases are happening.
Thats a thing of opinion, i find chases boring, because they are very static in the sense that they are the same every game. I get a thrill from not being found (or juking the killer) but not from running around in circles.
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@Marigoria said:
https://forum.deadbydaylight.com/en/discussion/comment/1957855#Comment_1957855
The game is survivor sided if you play SWF, yes.
I dont play swf (anymore). i play solo only. And still, if i get at least 2 decent teammates, we usually escape.
All too often you just get guys with gen-allergys, who believe teabagging in the basement is the best route to survival.
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@Crypticghoul said:
I would like getting and staying red rank as survivor to be a bit harder but the unbroken bug is too harsh and the only survivors I see that are in red ranks are playing SWF.
The biggest change that I'd want from the emblem system is to punish stealth play. Hiding from the killer a majority of the time should not get you to red ranks imo.
And why not? doing all objectives like save unhooks, gens, but not going into a chase (but still wasting the killers time, because he is searching around that gen you´ve been working on) should be punished because you dont like it?
Let me guess: Spirit has no counterplay?
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To be fair, i am a survivor main, and i have a high escape rate (once i hit red ranks after a rank reset), and yes i think the game is survivor sided.
i played both sides, but came back to be survivor only after the mori change (because i just cant stand good swf, i am not that good of a killer).
Thus, i am accused to be a secret killer main all the time, but that doesnt make that right. I just think a lot of survivors are bad players.
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@Ohnoes said:
https://forum.deadbydaylight.com/en/discussion/comment/1956564#Comment_1956564
In this context it is. Its like a UFC fighter going full power on a paraplegic.
True, but if the paralegic were playing killer, they would just tell him to git gud.
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I like it.
Fog is a good thing, because i think stealth should be an option, even if lots of players dont like it. The only bad thing is the "fat shaming"-spots, they need to be reworked.
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Stealth should be a viable option for survivors to escape a killer in a chase. The reduced fov helps with that. If you would basicly increase the field of vision, i dont know who you would try to balance that out.
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@IronWill said:
No one would use the perk anymore, thats what would happen. How about buffing usless perks insead of asking for yet more nerfs. The DS and OoO nerfs aen't even life yet and here are the killer mains already crying for the next survivor perk nerf...
Thats the eternal DBD-Circle. But it has nothing do to with killers, you see the same about killer perks (noed for example), and as soon as a killer is nerfed, the demands to nerf the next killer start almost instantly.
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@Sluzzy said:
Continously nerfing survivors and buffing of killers since the game was released has made the killer role way too easy. Nerfing survivors over and over, nerfing survivor perks, nerfing map sizes, significantly nerfing survivor defenses, and releasing powerful killer perks, slowgen perks, tracking perks, and buffing perks to be unfair such as tinkerer where it punishes the other side for doing the objective. They are oblivious to how lopsided and easy killer has become. Buffing leatherface, doctor, and clown when they didn't really need it.
Streamers boasting of huge long winstreaks, hardly breaking a sweat, the other side has hardly any chance whatsoever to win. It is not even entertaining to watch. It is not only entertainers. Because you have some experience in killer shouldn't be a green light to win 99% or 99.5% of your games. The devs should stop catering to one side and make the game fair for both sides.
Maybe you are right. Can you explain with that premise, why there are not more killer and less survivors?
Shouldn´t be the killer queues longer and the survivor queues instant, if there were more killer and less survivor?
And we know that if one side is easier/stronger, that people will flock to that side.
So, why is it that i have long survivor queues?
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1951946#Comment_1951946
The old map had rooms with not even a single pallet. They were many deadzones. It was literally no effort for the killer to down someone. On top of that, it was a small map so that didn't help either with the deadzones it had.
Thats true for the lower level, and there you could juke the killer easily. that, you cant to anymore. I liked the old version better.
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MAybe its a problem on your end, because my patch didnt take anywhere that long.
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@Xanderino said:
It's not even about the number anymore, they added a lot of pallets, and many of them are either decently safe or outright god pallets. Devs claimed many times this game is all about mind games, but what the hell can I mindgame when I'm basically forced to break the majority of them. Damn I agree it was a killer sided map. For sure it was. But it went from being a quite killer sided map that needed survivor buffs to being almost Haddonfield level of desperation. I honestly think they need to get rid of some pallets, a few of the god pallets, and make the more of them mindgameable, because right now, unless I happen to have brutal strength, this feels outright unfair.
Funny, i think the opposite is true. It changed from survivor sided to killer sided.
Before, the Game was a dream, because it just consisted of line-of-sight-breakers, and i could juke the killer all day long.
After the rework, there are lots of open spaces, los-breakers are now see-through (no more juking or missleading the killer, and breakable walls make you run into a deathtrap.
Before, you had to play the stealth card and juke the killer instead of just running him in circles, now you have to do that, and i think thats what the pallet are for, to compensate for the fact you cant juke anymore in a lot of tiles.
And yes, the same is true for Autohaven. There simply isn´t anywhere you could have gone on that isolated los-breaker, so losing the killer is next to impossible on lage parts of the map.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1947036#Comment_1947036
Well, you certainly don't just because someone DCed.
And i never stated that i do. You stated the killer deserves it, ignoring all possibilitys that he might not.
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@StibbityStabbity said:
https://forum.deadbydaylight.com/en/discussion/comment/1946898#Comment_1946898
Ya. You failed. You don't deserve a win. The Killer does at that point.
See, if you choose to ignore the fact that there might be many variable circumstances to account for, then i can choose those variables.
There are days when every second game, a survivor dcs (and not only if they are downed). So you basicly play a 3v1 in a game balanced around 4v1. How do the killer "deserve" the win at that point?
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It depends on what you mean by balanced.
In some way they are, because keys rarely change the outcome of a match, unlike moris. A lot of matches you won, the key did nothing at all. In lots of matches you lost, it also did nothing, because the killer had franklins, tunneled you, or whatever.
While moris changed the whole gamedynamics if you would tunnel out one survivor early, keys dont (unless you play against a swf with a dedicated key strategy, then it might. Against solos, it doesn´t .
However, if your only metric for winning and losing is escape or kill, then a key allows at least one person an escape it wouldnt normaly have, unless the person did get killed earlier (even as survivor, i often only realize after the game someone brought in a key), or the killer gets you before you find the hatch (which you still has to find).
So its not a question that could be answerd in general, because a lot depends on your own perspective about what winning, losing, and balance actual mean.
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Yes, the pallets where added to the game to compensate for the change. And while the game has more pallets than any other map, it has also less vaults than any other map. And vaults are eternal. But once pallets are gone, they are gone. Pallet-dependend maps grow more killer sided with ever pallet that drops.
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@Shirokinukatsukami said:
If I escape with Appraisal/Plunderer usually I depip because I don't do enough to rank up.
Then you do it wrong.
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I disagree. I always thought of the game as a survivor sided map (even though lots of people didnt agree) because it was quite easy to juke a killer in the lower level. But that ability is gone. See-Trough-stairs, wide open rooms on top, breakable doors that actually trap you inside a room, the ability to hide and juke is seriously nerfed on this map.
In addition, the game map was never very vault heavy. But survivors need something to work with. While the amount of pallets seems quite excessive, once they are gone there is next to nothing a survivor can do in a chase.
So no, i think a reduction in pallets without compensation for survivors just make the map heavily killersided.