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xEa

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  • @HerInfernalMajesty said:

    Because he was easy! 😂

    Yes, thats the reason. Same reason why Blight is #1 most fun killer on recent surveys. Because Blight, as we all know, is extremly weak and is very easy to play against.

    /s

  • Long story short version:

    He is still fun, arguably in my top 5. Issue is that everybody plays him now and he is a bit to powerful. Wait a few months, nerf him a little bit, and he is in a perfect spot.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664449#Comment_3664449

    I'd say in probably 30-40% of the games i play as one of those killers, someone immediately gives up and kills themself on hook or DCs.

    If this is really the case i dont know what to say. Are you hard tunneling or camping or what may cause the problem? Like i said, i have almost never a DC on any killer, i dont know why. My region is europe. (PS. i am not playing SM and very little Knight, so far only prestige 3 just for the perks)

  • @jesterkind said:

    She doesn't need a rework, she just needs some slight tweaks.

    People don't DC and hook suicide against her because there's actually a problem, it's inertia from when there was a reason to hate her. Now she's fixed, but her design is still the kind of thing people generally have less interest in + the complaints about her before snowballed out into complaining about things without any basis like her lore, so the fire keeps burning even after its fuel source was cut out.

    What needs to happen is to wait. Make tweaks, sure, but like with Legion some time will be necessary for more reasonable players to catch on that there isn't actually a problem anymore and it's just a power they find a little less fun to verse on a personal level. Can't stop everyone from being a little baby, but hey, that does happen against every killer sometimes.

    SM is very problematic and it has nothing to do with her past. I am the living proof for that, since i dont even knew chess merchant neither did i play a single round against her due to inactivity.

    @Emeal said:

    I am personally uncertain about why the Skull Merchant is disliked, as the reasons people give seem quite subjective. It would be helpful to identify specific traits of the Skull Merchant that we can analyze to understand the sources of dissatisfaction.

    I understand you think shes is awful, but why is what is more valuable here.

    The first video explains why she is hated so much:

    https://www.youtube.com/watch?v=vOliDIQxQlE&t=


    The second video explains her "counterplay"

    https://www.youtube.com/watch?v=h-6oxf7BkDo


    What i dislike about her the most is a combo of this:

    • Stealth
    • Random drone hits
    • Drones slow you down while SM gets faster
    • A million status effects

    All at the same time basically.

    @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663512#Comment_3663512

    That is entirely untrue, people usually give up immediately when i play legion.

    Survivors will never like a killer if they have any kind of mechanic that forces them to do anything other than hold m1 on a generator as fast as possible. This is why people hate

    • Stealth killers (can't stay injured)
    • Skull merchant
    • Legion (mending)
    • Plague
    • Spirit (cant stay injured)
    • sadako
    • Pig

    etc.

    It is strange how experiences are different. I play legion quite a bit, and DC's are close to never happening in my game. I say close, but if i am honest i can not remember a single DC i had since i came back about a year ago.

  • @Tsulan said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3664032#Comment_3664032

    At this point it doesn´t matter what the devs change on her. I bet the devs could completely remove her power and just make her a m1 killer with nothing else and survivors would still suicide against her.

    I doubt that would be the case. Legion is all that has to be said.

    Survivors clearly dont DC because she is hated just for the sake of it, it is her power, and this can be fixed.

  • @gatsby said:

    I will start this by saying this. My experience is not the same as everyone else’s and I do play at higher MMR. I do play Killer and Survivor and will approach this from both perspectives.

    From Killer perspective, tunneling is only optimal if you find the “weak link” early on in the match. Trying to tunnel an above average Survivor early in the match will cause them to run to the strongest portions of the map while most of the pallets are still up. If you’re going to tunnel, it has to be a Survivor that doesn’t have great map awareness and is a weaker looper. Otherwise, it simply takes too long burning through god pallets and main building loops. In endgame, there’s no reason to chase anyone else and the face camping penalty and anti-tunnel perks are disabled. Its quite literally the game design to tunnel at that point.

    From the Survivor perspective, with good game sense (or Widows of Opportunity), being tunneled early in the match gives you the ability to take the Killer on some long chases. Most of the pallets are up and you can abuse the strong, safe parts of the map to buy your teammates time to work on generators. Its actually a big positive because if you’re the first chase no one else has used anything so you probably won’t get stuck in a dead zone due to a missing filler pallet. Late game, tunneling is a legitimate strategy. There are more dead zones and the Killer has already lost a of a generators, so there’s a lot more pressure to get someone out of the game. It doesn’t feel great to be the Survivor thats singled out but late game its pretty normal.

    Can you clarify what you are trying to say? Is tunneling not the best strategy to win the game? Or is it not a big deal for survivors?

  • @Tsulan said:

    How do you rework, that survivors simply refuse to play against her? As mentioned several times in this thread, everyone suicides/quits against her.

    What do you mean with that? Survivor suicide because she is miserable to play against.

    Or is this a more practical quetion on how she should work so survivors would like her?

  • @GeneralV said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663512#Comment_3663512

    Legion is a prime example that after a proper rework, the community would accept or even like a certaint killer.

    But that takes time. Remember how players would still DC against Legion, even after the rework?

    Unfortunately, some of the hatred towards Skull Merchant will never disappear, even if her power no longer causes an actual problem for the game. At least not in the same way as Old Legion or her original iteration.

    As for the question, I doubt she will be getting changes anytime soon. If it happens it will be after the anniversary.

    Of course it would be waay to optimistic to think this rework would happen tomorrow. But like @OnryosTapeRentals said, she needs to be top priority, even above your (rightfully) beloved Freddy 😉

    @mikewelk said:

    Too busy buffing Huntress

    Sad but true.

    @Chocolate_Cosmos said:

    I love how almost every disscusion that involves SM makes her sound like God tier SS+ killer with no counterplay and Nurse and Blight are like summer wind compare to her.

    How is that? Nobody was talking about how strong or weak she is.

    All we say is, that a re-re-rework needs to be asap for very obvious reasons. People will continue to DC, hook suicide and she will dominate way to hard because of that.

    Killer mains should help with the outcry aswell. The faster she gets reworked, the faster her winrate will drop. And the faster the winrate drops, the quicker it makes sense to actually buff other killers.

    @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3663512#Comment_3663512

    Yeah. Though Legion could be put off as a mistake. SM on the other hand can't. Not when she was reworked twice already. There is just too much baggage with this killer by now and it is clear to me, that the very concept of her power (stationary drones) is what's ruining her from a gameplay perspective.

    They really messed up with this chapter. There are so many good ideas in there but most of them lead nowhere and the things that actually do would need to be twisted.

    Agree.

    @TheNameIsGilgamesh said:

    Delete her. It's the only way.

    Maybe. Still better then leave her in the game.

    @Vorahk08 said:

    Even with that 70% killrate, she's only 2% of games. BHVR's probably content to leave her as is for now and work on some of the other things they've been promising, like reworking Twins and Freddy.

    Another great reason to rework her. Make her actually intersting to play. Also, the DC and suicide rate plus my empathy for other people hold me back to play Skull Merchant. For sure, others feel the same.

    @Feneroe said:

    A rework is pointless. No rework is going to get survivors to stop suiciding on hook against her. Her power could be completely cosmetic with no effects whatsoever and they'd still do it.

    Again, not true. We know this for a fact with the old Legion. In the past, we had the exact same situation with them, and now, i can not remember a single game where someone was DCing against my Legion (or when i play survivor)

  • @TheArbiter said:

    Im not opposed to another rework, but I actually think shes kinda okay right now, other killers deserve priority imo rn

    It is understandable that Freddy and Twins also need a rework, but they cant let her that way much longer. The killrate is probably now 70-75% and only god nows how crazy the DC rate is.

  • @Xernoton said:

    This would be a re-re-re-work. I have my doubts they'll put any more work into her in the foreseeable future. They already reworked her twice and she's still awful. But at this point, it doesn't matter how much they change her power, we will still hate her.

    To fix Skull Merchant they would need to make some excessive changes to the concept of her power and probably every other part of her kit as well.

    Legion is a prime example that after a proper rework, the community would accept or even like a certaint killer. They just messed up now twice (thanks for correcting me, it would be indeed a re-re-rework). Time to make it right.

    @OnryosTapeRentals said:

    Honestly she needs to be pushed to the top of the priority list. It sucks because other kills (like Twins and Freddy) have been waiting so long, but she's literally impossible to play against in solo queue. I have not played a match against her without a suicide/DC for months now. Every time I see her I play a little game with myself where I guess how long it'll take before someone quits the match.

    Today I got to 34 seconds lol

    Agreed. SM is misserable to play against and i dont even care what anyone else says about her, which is really rare. She feels exactly like the old Legion. Only hate for that killer, sorry.

  • Pig no buff? Excuse me?

    Her traps are still the exact same besides the headpop change, which is totally irrelevant for pig players. Those traps are not ment to kill the survivors, but to slow them down (significantly!). And her chase? I tried her out, and the best you can do as survivor is to predrop the pallet honestly. Leaving the loop is no option and looping is no option either now.

    I would not be very suprise if we actually get the first REAL "nerf pig" outcry.

  • Genuine question: How do you know you are in high mmr?

  • @darlazon said:

    This feels like a basic understanding when I started playing in 2017 that everyone just ignores now.

    Yes, it was basic understanding to give killer 2 extra hits at the exit gate, at least one.

    Not anymore from me, but it has a different reason: Every time i do it, they try to backflip me. EVERY SINGLE TIME. I dont know how you feel about that, but a killer trying to cheat an extra kill on survivors generosity is lame as hell.

  • Bummer. Sorry to hear that :(

  • @[Deleted User] said:

    Because that's eventually going to just correlate to kills and escapes. We can get really off into the weeds on different scenarios, and how kills+escapes might not be the best measure for *one game*. But over the course hundreds of thousands of matches, skill is mostly going to correlate with kills and escapes.

    Survivor MMR and Killer MMR is not connected. You could litteraly make survivor MMR based on escapes and killer based on bloodpoints. Its only relevant how in the background those numbers make a match.

    Survivors may have a 100.000 MMR and they play against killer with 500 MMR because they work seperatly.

    And no, escapes are not skill. I might go always for the safe to trade at the end and because of that i am the worst player in the world. At least according to the mmr we have right now.

    Also for the killer, how is a killer who spreads hooks and gets on average 8 worse then someone who is camping and tunneling but gets 2 kills because of that?

  • @Spare_Them_Mori_Me said:

    https://forums.bhvr.com/dead-by-daylight/discussion/406691/why-not-more-positive-feedback-from-the-entity

    "Overall a more stressful and often less rewarding experience, also compared to survivor."

    I need clarification on this. Does this mean you feel killer is more stressful and less rewarding than playing survivor? Just want to make sure I understand before jumping in. Thank you! :)

    Hello, yes i do think so overall. This might be a personal thing and i can not speak for everyone of course, but the tenor of killer players often sound a lot like this, especially here.

  • I love how you named the category.

    Best category "good". Nurse is expected to 4K even in comp, its more a question how many gens survivors can finish. Same with Blight. Calling Nurse/Blight 4K Potential "Good" is a big understatement. "Phenomenal" would fit.

    Same with last categoy. "Dont" You can't secure 4K with Trapper? Tell this my 20+ Winstreak on him.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661638#Comment_3661638

    Again, you're assuming that anyone in this thread is purposefully lying with an ulterior motive, and that's a hell of a claim considering the other explanation - some people honestly hold an opinion you disagree with - is far, far more likely. Hell, isn't it far more likely that some people could honestly hold an opinion that's just flat out wrong?

    Besides, if you read the responses, most people here who would argue in favour of solo queue right now have been making a distinction between "easiest" and "healthiest". Myself and a few others have said we don't think it's easier now, but it is healthier now, and given reasons for why we think that.

    Yes, i assume that everyone who thinks survivor right now is the easiest ever is either lying or completly clueless. Do we really need to prove that survior became more and more difficult over the years?

    This is a small taste of what old DBD looked like, just for the sake of it.

    https://www.youtube.com/watch?v=Q1fkX3H84SE

    What is there really to discuss?

    Healthy is a totally different topic, and since the topics is stating unmistakeably "easiest", the TE clearly does not mean healthiest. That is maybe an interpretation for yourself you can make of course.

  • Patroling gens (using Discordance) is also a somewhat decent way, but realisticly, proxycamping is unfortunatly the best way to do it fast.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661616#Comment_3661616

    Apparently everyone knows it for a definitive fact, yet there seems to be dissenting opinions here.

    It's a little silly to assume that everyone who disagrees with you is lying on purpose for an ulterior motive. It could just as easily be that your opinion isn't as universal as you thought.

    As always, i respect your opinion (and i might be a little bit tilted on this subject) but please do the same when i say that i highly question that advocates of "solo survivor have easy time compared to the past" are legit. I am fully aware, that the forum population is and was always leaning towards killer players and the recent outry of survivors due to the upcoming changes might feel a little overwhelming for some. And i understand that killer feel threatened that survivors will complain so much that their long fought for gameplay improvement is in danger, which might be true or not. But again, asking a question that way has only one purpose, and i explained it already why that is. It is dead obvious, that 2016-2022 survivor, no matter if solo or not was of course more easy then it is now.

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661552#Comment_3661552

    Who here has been complaining about killers having a hard time...?

    I've mostly been seeing people talking about their experience with solo queue, which makes sense since that's the thread topic.

    I dont want to be over dramatic here, but this is topic is close to outrageous. Trying to cheer on a non existing opinion that is so far off reality just to downplay or neutralize an actual issue is the oldest trick in history. Every politician does it, can we at least leave this out of the DBD forum? I mean, what else is the purpose of this rediculous question? Everybody knows for a definitic fact, that solo survivor is really really bad right now, arguably the worst it has ever been. We dont need to ask if it is the greatest of all time to hopefully create a counter opinion, secretly led by entiteled players that hate loosing more then 40%.

  • Funny Thread. Killer mains discussing if Solo Queue is the easiest it has ever been. 🤣

    Yes, solo queue has received great improvment with HUD, but survivor in general is by far the hardest it has ever been - and solo players obviously have it the most difficult.

    If it is so easy now for survivor and killer have such a hard time, why not simply reverse back to... i dont know... 2016?

  • @OneAutumnLeaf said:

    I love how people say distortion isnt op or good, and yet those same people run it,

    says a perk is bad.

    yet runs it and gets constantly value from it.....

    perk is op, give me one reason its not op

    starts at full stacks

    you can get stacks back (wtaf)

    it hides aurea AND scratch marks

    it enables stealth players even more to not only hide all game but screw over there team.

    the perk isnt fun for either side, bc survivors who use it use it in the most seflish scumbag way possible, aka letting all there team die and running left behind so they get instant hatch.

    The awkward moment you realize that the top killer complains are Deja Vu, Distortion and Clown update not getting enough buffs to be S tier killer.

  • @Chocolate_Cosmos said:

    https://us.v-cdn.net/6030815/uploads/NMMHH2XBAVXB/image.png

    Hands down.

    With the other trash perks you can at least sometimes get some value or have them in very niche builds. This perk is so bad, "making you totally unpredictable" didn't aged well too.

    https://us.v-cdn.net/6030815/uploads/BBOD5DGS9R1O/image.png

    This is also very awfull, might be the worst honestly perk.

    I would rather run NO perks than run this perk alone. It's a nerf to base kit Killers using this.

    Beast of prey is actually a staple perk for me. It is weak, but Bloodpoints :)

  • @UndeddJester said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661350#Comment_3661350

    I'm not sure I agree, it does have synergies and niche useful things about it... it's just the penalty for it is extremely high for those niche uses. E.g.

    • Resilience means you always vault fast and get action bonuses.
    • Can't be slugged, and if you have a buddy you can go down at pallets with flip flop and power struggle, while also picking yourself up at will.
    • Always allows you to have access to perks like Dead Hard and the heal effect of MFT.

    It's definitely a perk that makes things harder, but a really skilled player can get value out of it...

    Now something like Poised on the other hand is impossible to get any use out of, no matter how good you are.

    There are indeed some combos that can work with No Mither, but its still pretty weak pros for such a handicap. If we talk about worst perk by its own, its gotta be no Mither, no even close. If we look at combos, it probably still is no mither, but not that bad anymore.

    @Firellius said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3661350#Comment_3661350

    It's about to be usurped by Weaving Spiders. Same thing, except it takes 120 seconds of sitting in the highest risk area to activate, and then doesn't allow you to get up when downed.

    Yes that is the one that may actually be worse then No Mither

  • No Mither is objectivly speaking the worst perk in the game.

  • Bad pallets, big layout.

    Neither Killer nore Survivor will be super happy with that one.

  • Also adding a survivor route:


    Step 1: Proof Thyself and Deliverance are a must. Bond will help you out to team up on generators.

    Step 2: Follow the "Rule of Two". 2 minutes chase, 2 unhooks, 2 heals, 2 generators. This will also most likely give you max grade in no time.

    Step 3: SWF with BPS helps a lot.

  • Since it was TrueTalent who said that, the number is pretty certaint 12.

    Not even joking.

  • @Krazzik said:

    I mentioned this in another thread but the pace of the game is just way too fast thesedays. Both sides need to go into the game full speed and only make the most efficient plays if they wanna have a chance at winning.

    That means gunrushing vs tunneling, second chance perks and genspeed perks vs gen slowdown perks, it's just not really that fun and I think it's possibly the biggest reason so many people are getting burnt out.

    Of course not every single game is like this but when you get to even mid MMR it feels like a lot of your games become "can survivors rush gens before the killer tunnels someone out?" and I doubt anyone is having fun in a meta like that.

    Absolutly, at least for my taste. I would not mind if games would last 2-3 minutes longer, because gameplay would be more interesting.

    That is why i suggested a few solutions for this. Unfortunatly most people were not happy with those.

    The first one was more pallets and more options for survivor to defend, but add a second object.

    The other one was a solution to tunnel that would even out the game. Less faster gens in early, but overall faster gens in late game.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660718#Comment_3660718

    Good point. I can see how for the individual player this does matter.

    The discussion how fair a 60% kill rate is will probably never end. I think it's mostly fine because survivors still have a solid chance to escape despite the killer being the power role. Although, I would be fine with a lower kill rate, if that meant playing killer wouldn't feel quite as stressful at times.

    Agreed.

    Thats the thing about Killer. Playing killer is stressful or more frustrating then playing survivor. In my opinion, we should seek (or the Devs rather) for solutions to make it more enjoyable then bumping winrate to astronomic hights. Having more easy games wont do it, at least not for me.

    We all know when we play killer that we may win game after game and it feels all kinda fine, but then suddenly THE ONE GAME , where we did not get a single kill and only 5 hooks completly overshadows all the 4 or 3Ks we had. That is a strange phenomenon and i can not pinpoint exactly why it is.

  • Step 1: Type in "Bloodpoints". Use all 3 available perks. Add another slowdown perk.

    Step 2: Dont care for anything else but bloodpoints - tunneling and camping dont help you much. Go for many hooks and many chases.

    Step 3: Use Bloodpoint offerings.


    With this strategy, i usually get on average 30-35.000 bloodpoints (not including BPS or Pudding). With all the extra offerings also from the other side, it is usually about 100.000 bloodpoints per match.

    You can play 4-5 matches per hour. This will net you 450.000 bloodpoints per hour. Now its up to you how many hours you play per day.

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3660678#Comment_3660678

    Possibly. But this is neither an issue with solo queue in specific or the balancing of this game. It's just one player being a jerk and ruining the game for everyone else. So I wouldn't take these games into account anyway.

    The solo queue escape rate would also be a little higher, if we didn't count all the games in which one survivor just gives up on first hook. But the game cannot tell the difference, so these games are still used to calculate the escape rate.

    It's something that can never be fixed. They could do a bit more to decrease the number of dcs and maybe remove the kobe mechanic since it's mostly used for hook suicides but these players will never disappear.

    Sure thing, i am not questioning that. All i say is we can not pinpoint it on stats alone, so it is not fair to assume solo queue is fine because it hits the 40% killrate. (If 40% killrate is fair or not is once again a different story for another day ;))

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659831#Comment_3659831

    This would be true if the killer wasn't also a player. How do you think it would feel on the survivor side if every time the killer hooked you, you had a 4% chance to just immediately die?

    Not saying a luck based comeback mechanic would not work for killer aswell. The question is rather, would it be healthy?

    Kobe is a last resort thing, barely even there, so survivor have the illusion they still may have a chance. Its not like you hit the 4% and then you escape. This is more a mentality boost then actually helping them to realisticly survive. At least in the grand scale of the game.

    We can not simply translate this to a mechanic that would kill survivor automatically with X% for the obvious reasons stated above.


    Asking for a Kobe remove or luck based insta kill is like asking for more DC's and less gameplay. I am sure, you understand that.

  • @Xernoton said:

    They do collect data for solo queue and all types of SWFs and they recently shared them with us.

    https://forums.bhvr.com/dead-by-daylight/discussion/405382/new-stats-feb-15th-2024

    This shows that according to the devs' balancing goal (60% kill rate), solo survivors are in a pretty good spot.

    Apart from that, this is not very constructive. How would you like to see solo queue fixed? I recently made a post about this and I got all kinds of different responses but it's clear that it's not as straight forward as fixing a bug. Because in order to fix solo queue we would first need to determine what is wrong with it. In my opinion, it's a lack of communication and poor matchmaking but that is not everyone's opinion on the matter.

    We can not pinpoint solo queue (like many other things) on stats alone.

    In a full SWF team, it is much less likely that someone would DC (would you let your friend hopelessly behind)? And as we know, DC do not count for the statistics. It is possible, that solo queue escape rate is lower then we think, just because this factor alone.

  • @Astel said:

    https://us.v-cdn.net/6030815/uploads/Q8MYLGWRBA3D/image.png

    I didn't know this perk starts with "A" as English before I search this in wiki

    A Nurse's Calling is arguably the perfect perk to highlight how much better Killer perks have become.

    In the past, it was considered S or A tier.

    Now, most would put it in B tier, if not lower. Compared to most other tracking perks, it is pretty mediocre.


    My personal opinion: Its decent, but like i said, there are a trillion better perks available.

  • @Xernoton said:

    A comp mode would only make it worse, if anything. If you want to dominate, then why wouldn't you simply use the strongest things you have and sweat your ass off in casual lobbies?

    There is however something you can do. And that is to stop sweating yourself. Learn to take a loss, if you don't want to play serious. Your MMR will adjust and put you with people that are more on that level.

    Exactly.

    We should avoid this game to be like comp and avoid a mode that is in any way similar to comp.

    Comp DBD is the least enjoyable version of the game. The only positive aspect of it is that it shows many issues this game might have.

  • Why would this be important? What means a low level on killer?

    They could be scriming a lot or they could simply spend bloodpoints differently.

    A friend of mine has P70+ Slinger - and he does not even play this killer at all.

  • @Triforcer said:

    Why? Because killers do not care about bloodpoints. 85% of the maps are survivr sided - so map offerings have very limited value. And except for a handful of killers, purple and red add-ons are mostly useless or in egregious cases actively harmful.

    If I could be guaranteed a 2-4K in every match I ever play and be capped at 8,000 BP a match, I'd take that in a second.

    85% of the maps are survivor sided?

    Dont know about that 🤨

    Nightlight

    If I could be guaranteed a 2-4K in every match I ever play and be capped at 8,000 BP a match, I'd take that in a second.

    You are not supposed to 2-4K every match? What on earth makes you think you are entiteled to never loose?

  • @Chocolate_Cosmos said:

    I had game today where I had 10 hook stages, everyone got their chance to play and I wasn't really target much anyone, had lot of hooks, etc.

    Then someone endgame talks like "hey killer you are so trash only two kills". When I responded with something like "I had 10 hooks I think that's pretty good" they just "nah trash killer lol". Like I thought its good think when everyone gets to play and killer doesn't just go pure for kills.

    Like people complaing about tunneling and camping but when you play "nice" or give them a chance some survivors think you are bad or something, idk.

    I don't understand Survivors anymore. Everything killer does is wrong.

    There are those special kind of people who think they are funny or have some personal issues by simply trashtalking, no matter what. They are usually kids, trolls, people who are sour loosers or a mix of all those attributes. That should not be a big reveil to anybody.

    Yet, It is a little bit frustrating for me to see that you create a new topic about this and ending it with:

    "I don't understand Survivors anymore. Everything killer does is wrong."


    Really?


    Like that behavior repesentate survivors? Or players in general? They most likely got upset you dominated the game. Why put all survivors into the same pot?

  • @Xernoton said:

    Demo, Billy, Huntress (I love playing against Huntress), Bubba, Oni, Wesker and for some reason Myers.

    Perfect.

  • @D3spair said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659839#Comment_3659839

    So you could break the pallet (if it's down) instead of picking the survivor up, or not vault windows when you want to pick up the survivor?

    I guess? For some reason, maybe because i am used to it so much, i never had any issue. Or maybe i dont know i have issues with it since i only know since the beginning of DBD time that it is how it is?

    To be fair, we would have to make even more buttons then for survivor. Locker / Vaulting is bound on the same key. Unhooking / Healing aswell.

    The idea is fine, but personally, i dont feel bothered by it.

  • @D3spair said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659837#Comment_3659837

    On higher or more decent Survivors, they would just literally just wait for the pallet save instead of taking any unnecessary risk like failing the CJ tech.

    I mean sure, but then, whats the point of the second botton?

  • PLEASE DONT give us the extra button!

    The times i got an extra down or hit from people trying CJ Tech on me (it never works, only fails) is astronomically high.

  • Pentimento is most commonly paired with Plaything and it is a very strong combo.

    When i find myself cursed with Plaything, there is no way i gonna cleanse it (unless it is endgame), because of the high chance of Penti. It takes way to long to cleanse 8 totem. Having no terror radius for the rest of the game is tough, but gettign -30% on generators is worse.

  • @concubined said:

    I genuinely just wanna hear a good reasoning as to why survivors need that built in basekit second chance.

    I’m not exaggerating when I say in every game I play there’s one 4% self unhook, it’s gotten so bad that I’ll wait till the entity take one person then go and actually pick the second person up to hook just so I don’t have to deal with the hassle that 4% brings

    So yes I just want one good reason as to why it’s a necessity, thank you.

    Because those mechanics keep the game exciting and winnable till the end. With those i mean Kobe and Hatch.


    Think about MOBAs. Giving up after 15 minutes is not an umcommon thing there. Often times one team is so far behind, that a chance of come back is pretty much zero.

    In DBD, while it is rare, the 4% stands for hope. Imagine if there would not be Kobe and Hatch, survivors would give up super quick if things are going wrong. It is important to leave some extra hope in the game to create a more positive and more active mindset.


    Also, dear killer mains, EMBRACE those elements. Without Hatch and Kobe, survivor would sit on 30% winrate, guaranteed. I highly doubt, maps would be that small, pallets would be that less and survivor perks would be that weak without kobe and hatch.

  • @AhoyWolf said:

    This Killer is one of the hardest things to get in the game, you have to micro-manage literally everything his power does, deal with EMPs, etc...

    Is there a reason for him being labeled as only Hard and not Very Hard?

    The same reason BHVR wants to buff the Huntress: They have no clue. 😥

  • @Seraphor said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659265#Comment_3659265

    MMR defines win conditions and adjusts accordingly. 

    Not it does not. This is the reason why MMR is hidden. It is not a win condition and was never intended to be. The results screen is your win condition, your emblems, your score, your entities judgement. MMR has been a plague of misinformation since it's inception.

    You can’t escape without the help of your teammates no matter how well or selfishly you play. 

    You absolutely can. You can easily open the exits and escape without your teammates. If you can't imagine how this is possible you can't be a very experienced survivor.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659223#Comment_3659223

    Thanks for bringing this up. This is yet another of the myriad of factors that makes the win condition detached from the kill rate.

    1Ks and 4Ks are the most common results for nearly every killer. Yet a 1K is still definitively a loss for the killer.

    If you take two games, one 1K, one 4K, you have an even 50% win rate for the killer. Yet you have a 62.5% kill rate. 5 in 8 survivors have been killed.

    With 1Ks being more common than 0Ks, and 4Ks being more common than 3Ks, end all are more common than 2Ks, even with a definitively 50% win rate, if you had 1000 definitive losses with 1000 definitive wins, even if you count a 2K as a draw, you still have a kill rate higher than 50%, because the more common 1Ks and 4Ks skew the kill rates towards than 62.5%.

    I know it seems simple to think that "fair" must mean 50/50, that it's even, so it must be right. I used to think this too. But it is Not. That. Simple. It is a fallacy. The game is asymmetric and there are far too many nuances and variances that prevent attempts at equalising the two sides of that asymmetry.

    4K is the by far most common outcome on average (57% killrate). At least, if we believe that NL is doing a decent job and i am not missreading the stats.

    The overall average across all played games during 1 month:

    4K: 32%

    3K: 18%

    2K: 13%

    1K: 17%

    0K: 19%

  • @Xernoton said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3659125#Comment_3659125

    Learning to adapt to a killer after a rework is always easier when you play them yourself. You get to practice 10 games in a row. For survivors it's not quite that easy. You may see a few more than usual but there will still be other killers you face, so it takes a lot longer.

    Considering that the devs cannot possibly balance around a win rate, I think that a 60% kill rate is mostly alright. Think of it like this: I could have a 60% win rate (all 3ks) and 40% losses (all 4 escapes). That would still leave me with a 45% kill rate.

    On the other hand I could have 60% 4ks and 40% 1ks, which would leave me at a 70% kill rate. It's too inconsistent to use it for balancing.

    The win rate matters less than the escape rate. You could die as a survivor but technically still win. So it makes sense that they'd try to balance around a kill rate instead.

    Learning Billy through 1v1 is a great way to get grip on and against him. He will never be my best killer by any means but he is fun nevertheless.


    In other words, the 62,5% on Billy right now (NL), is indeed 50% win, 30% loss and 20% draw? I am not missreading or missinterpretating it? If that is the case, how does someone come to the conclusion, that 50% win is the optimal ballanced way? I will never get that. Killer win 50% and only loose 30%. And survivor plain and simple loose 62,5% and only win 37,5%.

    Whatever, the devs want to stick with that, and i guess there are only 2 options for me. Deal with it or leave the game.

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