throwaway79465468797
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@dugman said:
https://forum.deadbydaylight.com/en/discussion/comment/2760372#Comment_2760372
OhTofu has thosuands and thousands of hours on killer.
What killers does he play on average today? What builds is he playing against? How do his games end?
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@dugman said:
I don’t usually post about videos but OhTofu had an interesting video about MMR this week where he breaks down what he considers faulty arguments against the system and arguments against it that have some validity. A lot of what he says I’ve said independently at one point or another so I wanted to give the vid a shout out.
I’m not going to try and bullet point the whole thing, but TLDR you can tell MMR actually does work because of people complaining how they have to “sweat” to get 1-3 kills. Having to work hard most matches to get 1-3 kills as a killer means you’re actually tending to go against survivors your own skill level. Likewise MMR doesn’t force you to play any particular way, but obviously if you play suboptimally then you shouldn’t expect to be winning when you happen to be matched against survivors who play better and have more effective loadouts than you. There are issues with MMR, such as nobody having any idea what their MMR is so everybody complaining about it is grasping at air what the numbers really are, but by and large the system does produce closer matches on average than the old emblem system.
The strongest argument he feels that is valid is that MMR just highlights that top level playstyle and meta isn’t as fun as less effective styles. In other words the more you win the more you encounter the same builds and playstyles and killers, and either you tend to lose to those (which obviously losing is less fun than winning) or you mimic the meta to keep up. Again, this means MMR is giving a good estimate of performance, but it’s making it even more clear where balance issues and similar problems exist at the higher level of the game. Nothing prevents you from running whatever fun build you like, but the more you win with that build the more you come against better loadouts that tend to thwart it. You have to be prepared to “win less” to have “more fun”, that’s the paradox and problem which MMR is bringing to light. It’s not even so much a problem with MMR itself, but more an underlying fundamental issue with how DbD as a game is designed in the first place.
Does this person play killer? What killers do they typically play? What are their games like? Builds? Etc
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2759105#Comment_2759105
You have to have a decay, otherwise someone has a bad run of internet issues - plays for a year without issues then has to DC because a hacker is taking the game hostage and gets permabanned.
Then... we're back to the same issue where the hacker problem needs to be addressed first. Not to mention if this player knows they have a bad internet connection. That's on them for ruining the game for others, because they only see the DC. Disconnecting affects everyone regardless of how you do it.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2759082#Comment_2759082
DbD is a little indie game that exploded, and the devs are still playing catch up. I don't think they can make it server sided.
LoL completely fixed the DC issue with LeaverBuster. A pretty simple system - if you DC once in a blue moon, you won't even notice it. If you start DCing a lot proportional to the games you play out (that's the key) - you start getting warned. If it continues, you get banned for a day. Then 3 days. Then a week. Then 2 weeks. Finally, you get permabanned.
If you manage to play a decent amount of games without DCing, this penalty decays.
Shouldn't be any decay imo. Any leniency will be used against them when possible and you even have to consider people could have multiple accounts they play on. A heavy hand is truly necessary to get people playing who actually want to play and not leave just because they lost a chase.
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@ActualPainedFrog said:
This is by far my biggest pet peeve in the entire game. I get that most people do it with good intentions, but the select few people who make me walk to them and bm me as I force them out really get to me. So typically what I do is afk in the basement, but of course, the survivors being the lovely individuals they are, will sit there for the entire 2 minutes and hold me hostage in the match. If you want to hit me hook, fine, if you want to teabag me after dropping a pallet, that's fine too, but when you literally waste my time, that's when I get upset, and the justification that "the killer can end it when they want to" just simply doesn't work when some killers don't want to deal with needless toxicity.
If that happens try putting on some music or watching a video while you wait. Just to get your mind off of the game.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2759057#Comment_2759057
There are some fixes to vulnerabilities coming in 5.5, which will hopefully help.
That said - you'll never prevent hacking. Hacking has become so sophisticated and such a big money industry that even games with expensive, proprietary anti-cheat systems tend to have hacker epidemics. The only ones that manage to avoid this tend to have almost everything serverside (LoL) or incredibly aggressive penalties for hacking (Overwatch MAC bans on a first offense - you'll never play the game on that PC again).
If you can afford 80 bucks a month, you can probably buy a hacking suite for the game of your choice.
It...sucks, but you can't balance your game around it.
I shouldn't have to say that a lot of stuff in DbD should be server sided anyway... but I also understand maybe not everyone can afford that level of effort.
In either case if we ignore the potential hackers in the game then we can just bump up the leaving penalty because that's going to hurt players the most.
And no I dont mean make sure they can still play but get less BP... no, make sure they cant play at all if they're just going to leave their teams behind like that. No one deserves to have to deal with that.
And for killers maybe allow them to leave the game if it recognizes that everyone has left or EGC timer has run out. Then when killer leaves under those conditions it will count as a normal game.
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@TWiXT said:
People on these forums and Reddit are often seen complaining that killer mains are giving up and dropping out, which is increasing queue times, apparently ever since SBMM was released, and even more after the Hour of the Witch (boons) Update.
Personally, I don't really think that's the case, because honestly I believe the reason for longer queues has more to due with how the SBMM system is matching up players, and not for lack of players. Still, this game has been bleeding players on the steam charts since August, totaling about 18,000+ dropping off between August and the end of December last year, and lowering the average players online from 51k to around 40kpe day for just this last month.
What I would be interested in seeing more than anything, is if the complaints that killers are dropping out is substantiated or not. Anyone else want to see a statistic sheet that shows the Avg Killer vs. Avg Survivor population vs. Overall player avg ever since SBMM was released? It would also be nice to see how many players switched roles over that same period of time as well, but that might be asking too much.
I'm betting the statistic will show that, No, killers aren't dropping out anymore than survivors, and that it's only the general population of players that are lowering due to either the seasonal average or if any recent updates have had a negative impact on the game experience overall.
Hopefully the devs already have a few statistic sheets like that, are already working on solutions to stop this bleed asap, and get the games population health back up to where it was.
Either way, It's a statistic I'd love to see to put an end to all of these complaints once and for all. Even more than that, the devs giving us that statistic through their transparency of the issue, would also reassure us, the players, that the devs know where the problems lie and are working hard to fix it.
Would Anyone else be interested in this?
I'm not a killer main and I'm not a survivor main but I gave up playing killer after playing a few weeks of high MMR games. I havent touched the game since...
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@StarLost said:
I'm sure everyone has experienced this. Multiple games in a row where someone DCs the second they get downed, hooked or someone else does.
This not only results in the other 3 survivors having a miserable game and probably losing very quickly, but it also makes things annoying for the killer.
Now, it's understandable that there are rare occasions where someone will have connection issues or have to DC in a game that's being held hostage, but it really shouldn't be the case where at least 1/3 of the time where I get a good start as killer, someone just DCs. Hell, there are certain killers (Cenobite, Demo, Plague) and addons (Pig's Tape is the easiest example) that people will yank their cable against as soon as they notice.
It's really annoying.
Is there any way to discourage this?
Well first they have to fix all of the hacker issues with EGC and instantly escaping a match when all the conditions aren't properly met... but when they do that they can up the penalty for leaving to 10m. I doubt very seriously anyone wants to wait 10m before they can queue up to play survivor again. 5m is a slap on the wrist basically.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2756849#Comment_2756849
I have no clue what you're going for here. I didn't write my comment directed at anything you said in particular. I was setting the record straight for people who didn't have a finer grasp of the cost/benefits of COH.
Sorry I meant to quote someone else. I fixed it now... not even sure how that happened 😄
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@MaTtRoSiTy said:
https://forum.deadbydaylight.com/en/discussion/comment/2755517#Comment_2755517
You have added a 3 gen to strawman my argument - if you have a 3 gen you have already forced your opponent into a match losing error in many cases.
However what COH provides in reality is usually a dead zone for killer that you simply cannot afford to continue pursuit into. You lose all pressure either way as your injure is undone and you no longer have a survivor pressured. As I already stated, the only boon worth stomping is one right next to someone you just downed (or hooked) or even if you are just patrolling gens. But going out of your way to get one is usually just a big waste of your time.
I told you why it's not a lose/lose situation because you cant afford to waste time chasing survivors in dead zones. Agreeing with you and trying to explain that it's not a loss if you do give up the chase. Reason being survivors have one primary objective in this game -- generators. You are better off patrolling unfinished gens which deserve more of your time and will often give better results. Again...agreeing with you that hunting totems and survivors in dead zones is a moot point. But reiterating to some degree that you are not at a loss because you have to drop a chase like that.
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Theres just no way around it really.. they have to deal with SWFs if they want to keep MMR in the game. Or it will stay just like this with MMR and meta perks
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I'm sure they'll learn over time. Cant blame them for being new
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@MaTtRoSiTy said:
I have a problem with COH, it negates injuries as you cant really afford to just drop chase as they can just undo your injure so you lose pressure constantly as killer. You are often forced into a lose/lose scenario where you really need to not drop chase or they will just heal with a boon but they can run you to a strong area of the map or away from gens etc... so either way you lose.
Also it is providing their team mates with a free 5th perk of Self Care and super speedy group heals and it can be done so infinitely.
It doesn't matter if you can stomp them out in a second as every second counts for killer and it can mean the difference between dropping an active chase or stomping a boon. The only time it makes sense is if you down a survivor next to a totem otherwise it just isn't worth going out of your way to stomp a boon, since one will be back up right away anyway and you do so at the expense of pressure.
So yeah, I do have a BIG problem with boons and COH in particular. It is broken and very unfair
(edit: the only time it can work in your favour is if they place a boon you can easily stomp and they keep doing it over and over, or they boon your hexes)
It's not necessarily a loss if a survivor runs to an empty part of the map. For instance if you have a decent 3-4 gen scenario... you would be crazy to give that up as a killer. The minute you run too far you could lose 2 of those gens in a chase, thanks to meta perks. So dropping that chase is immediately a net gain or a stalemate because you wont lose your gen setup. Remember you're playing for kills.
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There are actually a lot of survivor perks that cannot be countered and these perks usually rely on wasting the killers time anyway.
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@Pulsar said:
https://forum.deadbydaylight.com/en/discussion/comment/2754535#Comment_2754535
Please don't make this an us vs them post.
I didnt think I did. I was explaining the problem with MMR, which correlates with SWFs and lower numbers of killer players. All a guess but I imagine it's not far from true
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I think it's to do with the fact that there aren't enough killers in the game right now to support all of the survivors queuing up for games at peak hours...
Meaning this throws off matchmaking for a lot of games at regular hours. Also means that it can only get worse at off peak hours...
MMR is really throwing a wrench into this game... but that goes to show the effect that survivors have right now. They really need to do something about SWFs if they want to keep MMR in the game.
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@lordfart said:
https://forum.deadbydaylight.com/en/discussion/comment/2754432#Comment_2754432
I'm not tryna be rude or incendiary but I genuinely believe that calling someone trash in real life should offer no consequences because that's not harrassment haha. If you used a slur or make repeated attempts to aggressively intimidate someone (which is what real harassment is, not a one off insult) then I'd be singing the same tune as you. But I think it's actually counter-productive for these kinds of discussions to flat out refuse to acknowledge that not every unsavoury online interaction, or display of bad sportsmanship comes under the definition of harassment. People throw this word around way too much and it really muddies what actually constitutes abuse and harassment
So you would be OK with someone being negative to you every day of your life. That's good information...
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2754434#Comment_2754434
i'm not saying people shouldn't be punished for harassment, of course they should. i want it to be clear how people are punished and whether the intensity of the harassment plays a role in that.
https://forum.deadbydaylight.com/en/discussion/comment/2754432#Comment_2754432
i don't know how you're getting "harassment is ok" from anything i'm saying but feel free to keep talking out of your ass.
What a strange thing to do by instigating that you're OK with harassment and then turning a new leaf after being confronted with a problem... crazy dynamic on these forums
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2754422#Comment_2754422
right, because video games are just like real life and you have absolutely no tools whatsoever to stop seeing postgame chat or, god forbid, stop playing the game. i still don't understand what your point is or how it relates to your initial comment.
Right because there's any distinction at all between someone telling you you're trash in real life or a video game... yeah we can all agree that harassment is OK
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2754419#Comment_2754419
what does this have to do with anything
Are people harassing you all of the time? Is that something we should normalize in life too? A little bit of social harassment is good for the skin?
Why would anyone try to rationalize such poor thinking...
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@AnneBonny said:
https://forum.deadbydaylight.com/en/discussion/comment/2754404#Comment_2754404
most of the harassment in this game boils down to playground insults and generic salt, targeting players for specific aspects of their identity goes beyond that and should be punished more heavily imo. obviously it shouldn't be exclusively focused on, harassment is harassment and anyone who participates in it can ######### right off. more than anything i'd like more transparency on what happens to people who get reported so we can actually know what bhvr does and doesn't act on.
So you must have people in your life that talk down to you every day right? Because that's normal... right?
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I mean sure if you're gonna imply that general harassment is good for the community then please do go on. Tell me your thoughts
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Harassment in general should be banned but they're very OK with it unless it attacks their personal character like race or sexuality
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Killers dont need any buffs right now or ever... they were designed to already be the power role in the game. Nerf survivors, and specifically SWFs, and most killers will shine again
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I mean... if survivors play normally, and you're a decent survivor, with meta perks, then you're fine
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I'm not sure how an event would change an entire community of people
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/2751126#Comment_2751126
What's the reasoning for this one?
https://forum.deadbydaylight.com/en/discussion/comment/2751129#Comment_2751129
That might be a bit much, what about chases that don't end in downs? I would have to review every single match in high depth.
To see how many survivors are still alive after half of the match is completed
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@foxsansbox said:
I'm a hardcore player that plays Solo, SWF, and primarily killer split between a very strong killer, and a very weak killer. For the killer side I felt it would be fun to showcase the extreme results I have between these two killers, and track about 1000 games, split somewhat evenly between each. I wanted to get some suggestions for the metrics I'd record, so far I have:
- Duration
- Kills
- Escapes
- Confirmed SWF (Binary)
- Suspiciously SWF (Boolean)
- Addon 1
- Addon 2
- Offering
- Survivor Map Offering
- Pity Hatch (Also counts as a kill as they only received it because I downed and gave it to them)
- Earned Hatch (Counts as a hatch and not a kill or escape)
- # Gens completed
- Perk 1-4 (List)
- Survivor Meta Perks in play (List)
- # Survivor Meta perks in play
- # DCs
- BM Survivors (Boolean)
Anything else people would want to see?
Edit: I intend to record every game on twitch VOD, because quantitative analysis is worthless without the qualitative.
How many survivors are still alive after 3 gens are done
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I mean yeah hit validation has its own faults... and I can't figure out for the life of me why dead hard was validated before some of the killer issues but anyway, it's not the big reason why killers are quitting. It's just one of many reasons why
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@ActualPainedFrog said:
https://forum.deadbydaylight.com/en/discussion/comment/2750220#Comment_2750220
So basically you want it to be a guaranteed trade or tunnel, I guess that could work, but I really don't like the idea of rewarding killers who play scummy, instead some passive deterrence (basekit BT) + A reward for playing fair (I'm not sure what that would be though) would be a better way of balancing. Of course you literally have to camp in end game which is why I'm fine with it.
BT is the second strongest perk in the game right now. You wouldnt be asking for basekit BT if that wasn't true. You have to trade survivor buffs for survivor nerfs. Not buff for buff
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If BT is gonna be base kit then it needs an activation.
The only trade worth giving basekit BT for is an injure requirement. In other words BT will not activate unless the player is already injured when saving another player.
Then we can talk about BT being base kit...
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One way to tell is to make sure you swing when it's almost unavoidable. So right behind them, basically could reach out and grab them you're that close. If they manage to consistently dead hard through that then I dont think it's legit. The window they have to dead hard through that is so small theres no way they could do it reliably.
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Unfortunately if that were true we'd see a lot more disparity in our games... not full teams of red ranks. Unless that's telling me that every full team of red ranks is only a SWF anymore.
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Shes a very cool killer and not bad at all for her design but I think most people go back to playing their mains after the hype dies down for a new killer. That or they main survivor and just want to try the killer and see how she plays to learn some of her tricks.
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@Marigoria said:
It's not that deep.
People need to turn off their computers/consoles and look around them, where real issues exist.
If we were all playing Mario Party then I'd agree with you. But while you're right, this is a video game at best, it's also a competitive one by nature. Any time you put players against each other they will feel compelled to compete. Whether they realize it or not. If they weren't competing then they're not playing.
If killers decide to stop playing then we need to know why. If survivors quit playing then we deserve to know why. In a game that's naturally competitive it only makes sense that both parties have an opportunity to win the game. If that were true and both teams could comfortably compete against each other then it promotes a healthy game for everyone.
If it's not true then of course people will stop playing. It also means there are fundamental problems that need to be addressed if they want people to keep playing on both teams. A one sided game isnt much of a game. And at this rate I wouldnt be surprised if they're throwing in the towel and riding a dying horse
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Not me. I'm just trying to play the game and give everyone a good time.
But when they rush gens and dont interact with me I just get bored. So I stopped playing to keep my sanity.
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@BenZ0 said:
It happened to me again... and its getting old I am sorry.
Playing blight, doing my blighty boy blight stuff like preparing a hug tech on a loop, I predicted right and came on the side of the survivors where the survivors vaults over on the dropped pallet and boom...
I destroy the pallet and the survivors slides over a ghost pallet and can run freely without consequences, since you are in your break animation the survivor has enough time to build again a lot of distance.
This ######### happens on many other Killers for example Nemesis where you tentacle over a pallet, the survivor dead hards so you end up without anything, the survivors gets to live and the pallet is ALSO not broken. Or the other way around, the pallet break gets the priority and you dont hit the survivor sliding over it.
Same goes to Oni chan with the demon dash, Billy and bubby boy with chainsaws etc etc.
I am not saying hit validation should be removed, I am asking for equality, survivors get their validation but Killers dont. Would be nice if you guys BHVR could implement it, thanks.
Btw pls make Legion great again.
Actually an excellent point. I'd like to see some killer validation. Especially grabs. If I see it, I should get it
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2743593#Comment_2743593
Ah, thanks for the quote.
IMO wishing cancer on someone isn't on the same level as calling someone garbage or useless. Even says in the post that it depends on the 'level of insults' which makes sense, right?
I mean i don't wanna see ppl banned for calling someone a cringelord in the endgame chat but I wouldn't be against ppl going around wishing cancer upon others being banned - if you see what I mean.
Suffice it to say that the only part that makes it bannable is the death wish...
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@Brokenbones said:
https://forum.deadbydaylight.com/en/discussion/comment/2743587#Comment_2743587
If you cared enough you could probably get someone banned for wishing cancer upon someone, as long as you record it and send a ticket in
Also can I ask for a source? Where was this said?
Absolutely, here it is
@Mandy said:
First of all nobody would be banned for Camping - that's not something that's even reportable, let alone something to ban for.
Chat insults - yes these are bannable but of course it depends on the level of insults, slurs, racism, homophobic comments etc will result in a temp ban, death threats can be permanently bannable. But we do allow a certain amount of "smack talk" - someone saying "you're ######### useless" in the game for example is not going to result in a ban.
And as for the other part of the question - please refer to the forum rules here, we do not discuss bans on the forum, so we would not appreciate people saying what they were banned for etc.
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According to Mandy, Behavior is perfectly fine with all of this end-game trash talk
Unless it's racist, homophobic or transphobic then it's within their right to trash talk
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If they aren't going to heal they might as well crawl or wiggle side to side just to keep busy. Much like being on a hook. I'd hate to play spectator simulator where I cant do anything at all. It would bore me to death
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2741869#Comment_2741869
It is, if you 4k too much, you're playing too sweaty for your own good and are facing players that are willing to play equally as sweaty.
As for killer perks making or breaking the game? They literally are the only perks that can. Survivor perks are there to stall for time, Killer perks are there potentially flip the stakes.
Haunted Grounds can win you the game in 60 seconds time. Noed can finish the game in 30 seconds time. Bloodwarden literally ends the game and is just a 60 second countdown without any counter. Devour Hope flips the switches of the game. Pop can prevent a 3-gen from being broken(especially in combination with Pain Resonance).
Killers have the power to potentially end the game at any moment, survivors have the power to stall for the time that they need. Sometimes, the power of stalling is unbeatable, sometimes the potential to end the game happens at the start of the game and no amount of stalling is countering that. The perks reflect these abilities.
Potential has nothing against the very real strength of combined survivor perks. We can talk about potential until we've run it into the ground but it doesn't hold a leg much less an arm to what is tangible in this game. Yes NOED could help, and so could all of these other perks... but I already mentioned this: they're not going to drastically affect the flow of the game -- unless survivors want them to.
NOED is a win more perk... Bloodwarden is a win more perk...Devour is a win more perk, and a hex at that...
I don't think win more perks are going to matter when a lot of your games are going to end with 3-4 survivors still alive. Yes it's entirely possible that you could squeeze out another kill with these... but they're not perks that ultimately help you in the long run. Survivors can even play around Bloodwarden by simply leaving, and the same with NOED...
I think you severely underestimate the knowledge most good survivors have of this game, and I'd wager most of them are in higher MMR
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2736194#Comment_2736194
So you're playing at too high of an MMR, point proven. You've been playing the same kind of sweaty strategies and perks untill you found opponents that do the same.
You're saying that as if it's true... I'm new to the game and barely bought any killers before I stopped playing. I have no sweaty strategies to think of. Trickster was the last killer I bought. I doubt I have any meaningful meta perks to speak of. Maybe if I leveled up Billy, I could get Tinkerer for my other killers...
but that's not what this is about. Killer perks don't usually make or break the game... it's the survivor perks. The combined effort of stacking survivor perks are what make the game relentless for killers. Meta killer perks won't have any effect on the combination of certain perks in the game.
So that needs to be fixed before killers can really compete with SWFs at a higher level. If what I'm seeing is true then solo queue survivors won't be affected by this at all because they should all be running their own unique builds anyway.
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2736545#Comment_2736545
Idk wat his skill is....all i know is the difference certain add ons/perks can do for killer. Marvins makes a difference...being able to shred through defenses earlier can def make a difference. If add ons dont make a difference (they do) no need to nerf any.
Example: trapper/mike with corrupt is going to fare much better than trapper/mike without corrupt. Trapper with extra traps and honing/iri stone is more dangerous than basic trapper. You can say this about most killers..
Addons might change your gameplay a bit but theres no way we can be sure they would drastically alter the outcome of your games. Perks are a different story
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@chargernick85 said:
https://forum.deadbydaylight.com/en/discussion/comment/2736343#Comment_2736343
Marvins blood makes it to where hitting 1 survivor and 1 zombie can tier you up....without it takes 3 hits on uninfected survivors.....hugh difference as getting to tier 2 fast as possible is very important.
Issue is devs thing most used addons need nerfed but there the most used because the rest are useless.......######### duh
Play your own game please.
So you think he would have a completely different outcome in that game with a different set of addons?
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@Marigoria said:
Using perks and getting a random map isn't bullying or abuse. You also should be using your best addons and perks.
I also do not agree with Nemesis' addons nerf. I don't even know anyone who asked for it.
Addons aren't going to make or break most killers in the game. They're not as important as some are led to believe.
I doubt very seriously if he changed his addons that he would have a totally different outcome in that match
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People were playing Spirit because she was stronger before her audio nerf. Since you now know when shes nearby it makes everything a lot easier to do against her. She lost her surprise factor and sometimes that can be enough to break a killer for someone.
Just imagine if Myers music played every time he stalked someone... then you would know Myers is stalking someone. That makes Myers more predictable and easier to play against. Same thing.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/2732825#Comment_2732825
Guess you dont know that you're wrong tho. Because I bet that your winrates and killrates are at least 50% and 2k on average. Claiming anything less either means you're playing on an MMR that's too high for you, or you're just not realizing your own mistakes.
I had consistent 4ks every game until I finally hit high MMR. Not hard to miss.
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2735502#Comment_2735502
Nope. While sounds like a fun conspirathy theory, it's totally false. I'm not trying to prove any points. I'm trying to determine effectiveness of SBMM, that's all. All matches were played with same perks and same effort as before I started recording. I had feeling that SBMM wasn't working properly and at one point simply started recording data to verify the feeling. There is no conspiracy to trick you here, LOL :)
You said in your OP that you play an average killer at best -- why would these stats show you play an average killer...? Something doesnt add up to the stats you provided. Either it's a brand new account or you dont play your best every game
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@tester said:
https://forum.deadbydaylight.com/en/discussion/comment/2735470#Comment_2735470
What people think is irrelevant. We were told that SBMM would match us with people of equal skills, which clearly isn't happening for every one.
Because you're most likely playing much better than you normally would just to prove a point when you're still not in high MMR. So you're playing better than your peers but your MMR wont catch up fast enough to matter