moonwinx
moonwinx
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- moonwinx
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Hag is pretty rare. She's not the least common for me (that's Twins) but she is a very close second. I keep track of all my survivor matches, and its not uncommon to go a patch without seeing her at all. I have 2106 games logged, and I've seen her 35 times (that's since Oct 2021 when I started keeping track). Her kill rate is actually less than the average killer kill rate (at least for my games), so I don't know that I would say that players in general don't know how to play against her. I think it is more that you have to treat her differently than you would most other killers, so there's a learning curve when it comes to newer players, and they have less chances to get experience against her. She's got some fairly simple counter play (avoid triggering traps by crouching or wiping them away, don't give her an easy three gen, avoid going down near basement) but someone who has been playing for a year or less has probably gone against her fewer than 10 times.
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I keep a stats sheet on my matches, so I have some personal data on this.
I've played 113 games since his release, and have seen him 18 times, giving him a pick rate of 15.93%, which is the highest of any killer this patch (2nd place is Wesker with 8.85%)
in comparison to other killers for the patch that they released:
Skull Merch- 8.83%
Knight- 23.61%
Wesker- 42.86% (lol)
Dredge- 9.94%
Sadako- 21.24%
Artist- 7.78%
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I've been subscribed to the newsletter for a while now, and I used to get emails, but haven't gotten one since October. When the tweet about BP came out i went to double check to make sure I was still subscribed and I was, but still no email/code.
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I would say most of the time it is probably an accident. Sometimes I play with friends and the amount of "sorry sorry sorrys" that get dropped as someone accidentally runs the killer over to a gen in progress is funny. If you are in chase with a killer, you typically want to run to a strong loop, but also sometimes that's where gens are. Also, its smart to go to a strong loop to reset. I look at it as, there are hotspots on maps where action tends to happen (think shack or main building), so its understandable when a chase runs into other survivors.
Sometimes it is the correct decision a teammate is making. If someone is on death hook, and I haven't been hooked yet, I want them to run the killer to me. If they go down they are out,, and depending on the number of gens left the game might become unwinnable. If I go down, the team still has a little bit of breathing room.
Sometimes it's just a scaredy cat teammate who doesn't want to be hooked and will do anything to make the killer someone else's problem. That's frustrating, but also part of the game, and why a lot of people choose to SWF.
And sometimes its a jerk who just wants to be mean and ruin someone else's day. Technically this last one isn't allowed (I think), because teaming up with the killer to get someone killed is a bannable offense. Although you have to prove that is what happened and not one of the other three scenarios.
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The last update we got on it was in Jan 2022. They basically said DLCs weren't transferring (?) and while they 'remain dedicated to solving the issue, they can no longer provide a clear eta'. Since then has been radio silence. My hope is whatever technical issue that is preventing current account merging is also the problem with switch cross progression, so once it fixed we will get switch cross progression. Probably a pipe dream.
After 2 and a half years of playing on switch, I finally gave up and started playing on PC during the halloween event this year. The game is so much better, but man I miss my stuff. I don't even care about the DLC, I can get those back with shards/when they go on sale. I just want my cosmetics back. I had 10 rifts worth of cosmetics, plus event cosmetics that I miss so much.
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I don't understand why cosmetics that have been permanent in the shop will be removed to be LTOs. If something is going to be limited time only, it should be released that way, not made retroactive.
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The first three gens could pop in 90 seconds, with the next 2 popping in 90 more seconds. That's 3 minutes. You could shave off a few seconds if we assume that they only hit great skill checks, but then you also need to add in some travel time in between gens. Also, if you were kicking gens, that means they have to stop progress, lose a little for the kick and regression, and then get back on, so that should add time.
Out of curiosity I checked the dbd speed runs, and the fastest a swf got gens done and a door open was 2m 47s. That was with all 4 brining stacked toolboxes with bnps. I have a hard time believing a group with no toolboxes & only one gen perk (that is actually less time efficient than just doing gens alone) was only 25 seconds slower. The fast time someone has for a solo escape has the gens getting done in 3m 46s (and at least one person had a stacked toolbox with a bnp).
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Yes, people can be banned for griefing/trolling/bad behavior, but I believe that you have to report in game, and then also submit a support ticket with video evidence of the behavior.
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I like to keep a stats on my survivor games, and have since MMR came out a little over a year ago. 4ks are actually the most common result I see by far (27.7%), with second place being 1ks (19.4%). To quantify that a bit more, out of 1400 games I have recorded, there are over 100 more 4ks than there are 1ks. I chalk those two results being the most common due to how matches tend to snowball, but even when the survivors snowball a killer can usually secure a kill in endgame (especially after the changes to ds this summer)
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192325#Comment_3192325
You know incentive and reward are synonyms right? Lmao
Similar, but not the same thing. Although now that we are the point where you are arguing semantics, I don't think you are being genuine and just want to argue.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192310#Comment_3192310
How is it fair that survivors are consistently rewarded twice what killers are when we have to work twice as hard?
It's called an incentive, not a reward. It is meant to incentive people to choose the role that needs more players. This isn't some kind of conspiracy against killer players. The devs have stated that ideally there would be no bonus bp, as the goal is to have queues balanced between the two sides. If there is an overabundance of killer players in your region/mmr bracket, then the survivors will have the incentive.
If there is an overabundance of killer players and then they put the incentive on killer players, then you will have ridiculously long queue times. That was I think part of the reason they disabled the matchmaking incentive when it originally came out, because it was stuck on 100% survivor when it didnt need to be, causing very long queues.
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@JacobiusWick said:
https://forum.deadbydaylight.com/en/discussion/comment/3192271#Comment_3192271
Hence why it should be only every few days or so... It's not fair that survivors are getting all this extra BP and killers aren't just because no one wants to play dog&*%$# solo q.
But it wouldnt be fair for killers to get an incentive to play when they don't need one and survivors do. That is the point of the incentive
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I don't think that would be a good idea since the point of the incentive is to ease matchmaking times. If there is already a need for survivor players, having an incentive for killer would just make killer queues longer.
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I know that in the grand scheme of things the prime skins don't matter at all, but it just feels so cheap and lazy to have them just be old rift skins. I get that people will complain about literally anything, and that there were some people complaining because they didn't have prime and didn't have access to the skins, but it is such a let down when the "new" skin is something that you have already had for over a year.
I honestly think the best way to about prime skins would be have them be recolors of outfits. That way people that don't have prime aren't missing out on an outfit, but people that do have prime are still getting something new.
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Every few months tru3 gets involved in some kind of drama, and the one common denominator is tru3. Anyone who disagrees with him is an emotional survivor main, anyone who beats him is a comp swf or stream sniper. It is hard to feel sorry for him when he is getting back the energy he is putting out.
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Deathslinger being so low is a crime. His chase music slaps.
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I would really like another update on this, if just to tell us it is something that is still being worked on. We are coming up on 2 years since it was announced, and I feel like every update the game gets harder to play on Switch.
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This isn't super scientific or anything, but I keep my own stats on my survivor games, and the kill rate from 5.3-6.0 combined was 52.77% and 6.1 is 55.63%. Noticeable increase but not crazy drastic.
Here is my table if you wanna look at what I have patch by patch:
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@OldIronKing said:
https://forum.deadbydaylight.com/en/discussion/comment/3138915#Comment_3138915
Even if Seal Team 6 was playing DbD, basekit kindred would be a significant buff.
I don't think it would be a significant buff to decent SWF teams. I am someone who plays both solo and swf, and I am addicted to kindred in solo que, or if I am in a duo, because if you don't run it you get left on hook, or your teammates get left on hook. I stop running it when I am in a 3/4 man, because I realized I didn't need it. All the info it gave was provided by teammates. If you want to close the gap between solo/uncoordinated teams, you need to give them that info. Once they have been brought up to similar strength levels, then killers can be buffed to better deal with coordinated teams.
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I think if the goal is to bring solo more in line with SWF, then basekit kindred as it is now would probably be what you wanted. I know a few people don't want the killer aura, but the first thing people on comms tell their teammates when they get hooked is where the killer is headed. I think it would probably unintentionally buff some SWFs that are not great at communication, but those are not the SWFs that I think people are worried about buffing. It would probably be a good idea to shorten the Killer Aura distance (as stated above) so that you can't bring open handed and a map offering for a small map.
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Now that they have started to have the rift recolor outfits be pieces of different outfits put together, I was really hoping that they would use pieces from sets that wouldn't be an issue to mix and match into new outfits. I get how the torso on the Yun-Jin set wouldnt work except as a set, but I want to be able to wear those shorts on their own. Making them a rift recolor would guarantee that I buy the rift pass.
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This has been bugged since the midchapter ptb before the anniversary. I have a sneaking suspicion that it will be fixed in the Project W patch though. I think I saw something about the upcoming perks, and it mentioned an active ability button 1 and an active ability button 2, so I am thinking that BM and RA are going to get different active ability buttons to fix the problem of them activating at the same time.
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Is it true that Fog Whispers get no DC penalty? I am pretty sure I have seen Otz have to wait one out after a crash, and I would think he would be the most obvious steamer to get a pass on them since he is the FW with the largest following.
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So I have a theory that super stealth is the survivor equivalent of camping. You are playing in a way that greatly reduces the ability for the other side to play the game, if done well its a super strong strategy that is very difficult to overcome, if done poorly it will cost you the game.
Also, if the other side is kind of bad they can think you are doing it when you aren't. Like, the killer isnt necessarily camping if the other three survivors are at the hook, a survivor isnt necessarily playing stealthy if you can't find them. And just for that reason it would be very hard to "get rid of" stealth gameplay. I've seen suggestions that all seem to boil down to revealing survivors locations to the killer if they haven't done anything to progress them game in a certain number of minutes (lets say their aura is revealed to the killer for a few seconds if they havent performed a conspicuous action or been in chase for 3 minutes), but I think in practice those wont actually work. Its super easy to just tap a gen or totem every so often, and I've noticed that usually the teammate that is playing stealthy is still actually progressing the game, they just arent taking aggro, which honestly is fine.
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No hacking per se, but I did once go against a streamer who very confidently said I was a stretched res gamer. I'm not even that good really, he was just making no attempt at all to hide his red stain, and doubling back over car loops that anyone can see over.
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The date I've seen floating around is August 16th. Nothing is confirmed though.
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I'm a switch player with 2k+ hours. Basically I am just going to echo exactly what @TragicSolitude solitude said. Performance is rough, survivor can be manageable but there are certain perks that are so unreliable due to timing issues you can't really use them (DS, dead hard) and certain killer perks that make you look like a noob (overcharge, merciless storm). There are some killer powers/effects that seem to also effect performance when playing against them (Doctor and Clown are the big ones I can think of). Killer is....... rougher. For the most part, any killer that requires accuracy gets so frustrating due to frame rate issues that I gave up trying. Going against survivors that know how to 360 can also be an issue because they will just straight up be unhittable.
As far as hackers, you pretty much have to play with crossplay on to get games. I did off cross for a while after crossplay came due to how difficult playing killer felt, but after a while the pool of people you played with and against got so small it stopped being worth it. You would get the same killer back to back, who would then be super pissed if you escaped the round before and make it their personal mission to kill you first as soon as possible, or you would be playing survivor and get paired with people you had killed before and they would purposely sandbag you. It wasn't all bad, I did meet and make friends with some really good people, but when the community is small it only takes one or two weirdos holding a grudge to make the game unplayable that night. Most all the switch players that still keep in touch with now play on crossplay due to that, so the pool of people who play off cross on switch has to be even smaller now.
I started playing in March 2020 around when the pandemic hit, and got it on switch because the person I knew who played was also on switch, and this was pre-cross play. I stayed on switch after crossplay came because around the same time cross progression was announced, and switch was included in the platforms that would be getting it. Two years later and it has become a bit of sunk cost fallacy issue. I've invested 2k hours on switch and dont want to lose everything and start over. Maybe one day we will get an update on Switch cross progression.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3060752#Comment_3060752
The priority queue won't do anything. Do you really expect Killer mains to start playing solo-survivor, when solo-survivor already has around a 38% escape rate. After this patch drops, the solo-queue escape rate is going to plummet even worse. No one wants to play an unfair game and solo-queue players are the least invested players in this game. Solo-queue players are either going to quit or change to killer if this patch releases as is.
I play both sides and I'm definitely going straight Killer after this patch drops. No way am I doing survivor. And if you are reading the forums, this is actually a very common thread I'm seeing from other half-and-halfers.
I would take what people say they are going to do on the forums/reddit/twitter with a grain of salt. The amount of people who say they are going to uninstall but then keep posting match screenshots is pretty high.
I wouldn't be surprised if there was a significant drop in solo queue players though. It's been rough for a while, and longer gen times are probably going to have a larger negative impact that the 5 seconds of basekit BT having a positive one. That on top of some of the perk changes look like they will much more negatively effect solo while not really bothering SWF (Eruption and Knock Out for example). I'm guessing what I will be doing after the update is, if I am solo, just playing killer and using the incentive bp to gauge whether or not I should just play a different game.
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Usually killer queue times are longer after the chapter/mid chapter update (at least for me). It will be interesting to see how quickly it goes back to normal. I am honestly not sure how much effect the match making incentives will have. I think a lot of people will want to be playing the side with bonus BP, but realistically the incentives will only encourage people playing solo to swap sides, and solo survivor has been really painful lately, and I don't think will get much better after the update. My gut feeling is that if a swf logs in to play together sees a super high incentive to play killer, they wont disband to play killer individually, and will either wait out the long queue time, or decide to play a different game together.
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I feel like people are a little over-paranoid about hacks. Even before the hatch change, there would be times when the hatch spawned under my feet. While it is mostly luck, after you play a certain number of matches on a map, you get a feel for where the hatch does and doesn't spawn, so you know where to start looking to better your odds. I highly doubt there was any funny business going on.
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My basic ######### solo queue build didnt change too much (Sprint Burst, Windows, BT, Kindred) so I will probably still keep that as my #1 loadout, but I do feel like I have some room to play around with other builds since I don't think BT will feel like a requirement anymore. I've been wanting to run Overzealous, Inner Strength, Quick and Quiet, and Lucky Break, but that one may not be the best solo build since you don't know what other people are running, and I don't want to be screwing the team out boons, and inner strength isnt that great if more than one person on the team is running it.
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Old moris were awful. Unless the killer was incompetent, they were a guaranteed win. Even ivory moris were bad because the first person downed would usually just get camped/tunneled off hook and moried, turning the game into an early 3v1. No offering, item, or add on should have that kind of power. And there definitely where people who used them every game. I was playing on switch before crossplay became a thing, and the community was small enough that you would run into people pretty often, especially in red ranks. There were certain killer players that ran them every single game.
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I keep my own stats and track NOED. This comes from 1030 games played:
NOED shows up in 13.7% of matches, including all matches in which killers equip NOED as a perk even if the match does not reach endgame or NOED is cleansed before a survivor is hit with it. Killers that do not run NOED had a kill rate of 53.0%, NOED killers had a kill rate of 51.4%. As far as game outcomes, here is the spread of killers with NOED vs Killers without
NOED gives killers less 0k & 1ks, but they also have less 3ks, and significantly less 4ks (a difference of almost 5%). After seeming my results, I feel like the sentiment that NOEDs a bad perk if you a trying to win, but a great perk if all you want to do is secure an extra kill that you otherwise would not have gotten.
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I am actually in the process of setting up a template! I've had a couple of people ask about it, and once you have have the skeleton up its super easy to work through. I literally just used google sheets, with one tab for data and one tab with a bunch of formulas to compile everything. Since I already have it made out for me I should be able to copy and paste everything and get it set up.
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@Persephone_ said:
I'm a sucker for stats, this is amazing! I tried to track some stats just during the event - much more basic than yours - and I have to admit I got tired of writing everything down after every match. ๐ Kudos to you for keeping this going for 1000 games!
I'm amazed your solo escape rate is so high and you feel like you've settled at an MMR that works for me. Do you specifically prioritise escaping? I know I'm not the best survivor but I'm also not terrible and mine is definitely a lot lower than that, probably around 10-20% but only counting gates not the hatch. I'm often among the last two people alive but with gens left to do so at that point we've lost already - so I've never had that feeling I arrived at an MMR where I settled.
That solo number is the kill rate for all killers, my actual survival rate for solo is only 46.7% For solo escapes, I did include that hatch, so that probably jumps up my stats a little though. The only thing I really prioritize in game is getting challenges done. So if I have a challenge that requires escape, then I might skedaddle as soon as I can, but otherwise I am usually the idiot who tries to go back and make a save when it's pretty obvious that at best it will be a trade. It's more fun that way. I have my 'basic #########' solo queue build that works really well for me though, which is Sprint Burst, Kindred, BT, and Windows of Opportunity. BT helps the team and lets me get saves, I feel like I cant do solo without kindred, its too hard to coordinate some saves without it, Sprint burst helps with keeping be from getting caught out in dead zones, and windows is great for chase, especially knowing what pallets are still up from a distance.
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Ope, I forgot, I have map data too!
Here's Map Occurrences. Dead Dawg and The Game are the most common. I don't really keep track of map offerings, but I do know that those are some of the more common ones, along with Ormond and Red Forest. I also don't count games where someone crashes while loading in, which seems to happen a lot when I see an Racoon City offering. Don't know why that is.
I also keep a record of kills per map and gens done per map. Lery's seems to be the deadliest map, with Wrecker's yard being the map with the most gens getting done. Interestingly enough one of the Badham's has the lest gens getting done, but it also had a very low number of games played, so it might be too small a sample size to get statically significant information.
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I started keeping track of BMs because the Halloween event was right after I started recording results, and after a particularly frustrating match vs a wraith who left me on the ground as the last survivor ringing his bell until my timer was almost up, only to then pick me up and hook me. I was mad and was like "I'm gonna put this guy on blast in my notes... for science". I don't teabag, I don't even use flashlights, let alone click them, and I am not all in all a very good player, so I feel like if I am getting BMed, its because that's just how the person playing killer is.
I figured Ghostface would be high since he is one of the only killers that can teabag (a lot of BMing is a crime of opportunity), and Bubba would be high because Bubba, but Pyramid Head being a meanie really surprised me. And I don't count him sitting at the hook with his power ready to double hit the unhooked survivor and rescuer, that's just gameplay. This was all kebabing the hooked survivor, or repeatedly stabbing his knife in the ground on a slug as they bled out.
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@Blueberry said:
I think it's interesting comparing the kill rates with the rate of gens completed. It seems to suggest that a lot of the killer hooks/kills came at end game which is something I tend to see as well.
I would say that if we could see data comparing hooks/kills at 5 gens and at end game we would see hooks/kills at least doubled. IE something like 3 hooks by 5th gen complete and 6 hooks with 2 dead by end of match. I think hook swarming and not wanting to let someone die at end game inflates the hook/kill rates significantly and ultimately gives skewed data that makes the games "balance" look very different than it actually is since hook swarming at end game because you don't want to let someone die isn't really reflecting balance.
I don't have the information on how exactly the hooks were spread, but I did go back and calculate how many of the games where 5 gens got done that resulted in a killer victory (3-4K), and it is almost 20% (of those games), and 13% of total games. Basically the number of killers who win in the endgame is very similar to the killers who run NOED (note: these are not the same killers).
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Camping I could probably do (I run kindred a lot), but I felt like it would be really hard to do tunneling since most of my games are duo/solo. It can be hard to tell when someone you arent on comms with had the killer intentionally focusing on them as soon as they were unhooked, or if they just got unlucky and ran into the killer again. Like, I remember once watching a teammate get unhooked, and then run straight for the killer clicking their flashlight, and they got downed and hooked right after (they missed their ds lol). Had I been across the map and just watching the HUD, that would have looked like a tunnel, but it really wasn't. Since stuff like that can be so suggestive, I just decided not to bother with it.
For a while I was trying to keep track of the dead hards I saw, but since I don't run DH (not for any moral reason, I play on switch and find it pretty unreliable with ping, so I use other exhaustion perks), and a lot of the people I will party up with don't really run DH, it was showing something like 40% of matches didn't have dead hard in them at all. While that was my experience, it wasn't really typical of the game as a whole, so I felt it was a useless data point and stopped tracking it. Same with survivor BMs. At first I was going to see if I could keep a record of how many of the random survivors I got teammed up with would act up, but again, since I couldnt see every survivor interaction with the killer, I felt like there was a good chance I would miss some and the data would be flawed.
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RIP Calm Spirit. How anyone would consider doing totems 30% slower is a buff is a mystery to me. They took a perk that not a lot of people run and then penalized the people who run it. I don't understand.
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I keep stats, so I know exactly what my escape rates are for solo and the different group sizes for swf
Solo: 46.3% escape rate, Duo: 48.4%, 3 Man: 51.7%, 4 Man: 55.7%
Most of my survivor games are played in a duo (over half) with Solo being second most. I will say that my escape rates took a pretty big hit since the anniversary chapter came out (I was running over 50% in duo, learning to play around Dredge + anniversary event has put my survival rate in the tank).
I also have kill rates for each
Solo: 55.7%, Duo: 54.1%, 3 Man: 52.3%, 4 Man: 46.8%
Technically the solo kill rate might be off because I have no idea if the other 3 might be in a swf together.
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For all intents and purposes, a rage quit and a crash have the same effect on the other players in the game, so I can see why they are treated the same. If someone is having internet issues and disconnects 4 times in a row, that's still 4 games that have been ruined for the other players. Also, people can rage quit by pulling their ethernet cable or turning off their console, which would look pretty much the same as a "legitimate" disconnect to the server.
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@Shroompy said:
https://forum.deadbydaylight.com/en/discussion/comment/2918642#Comment_2918642
Because at max there can only be 4 Dead Hard users per game
350 games, so you times that by 4 and thats the maximum amount of people that can use Dead Hard, being 1400
Looking at it, I dont think OP was saying that there were 2,054 total dead hards, but 2.054 Dead Hards per game. They might come from a country that uses a decimal comma instead of a decimal point. I'm guessing there were 719 total dead hards.
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@Peanits said:
https://forum.deadbydaylight.com/en/discussion/comment/2911702#Comment_2911702
Not quite: That would be the case if we lowered the cap too far, but in reality, it's still not anywhere near the middle. We nudged it down a little bit. This basically pairs the insanely good players with the really good players, not with the average folks.
Would it be possible to get a clarification on what insanely good and really good players are, and then where we are in relation to them. I know that there are people who are not keen on the idea of showing what player's ranking are, but I honestly think it would help me out a lot. I will have a game where I dominate, and then the next game get dominated, I would really like to be able to compare the rankings of the people I went against. I would also like to see my own ranking, and be able to know if I was actually getting better or if I am getting worse, but also being paired with worse player, if that makes sense.



