FreshCoal
FreshCoal
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I find it very shocking that lightborn is not at 5 stars. It is clearly the most powerful perk in the game.
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PlagueVommy Mommy definitely needs her own chase music and more cosmetics. I'd also love to add more of a reason to cleanse against a plague because most survivors stay injured. I love that she completely removes CoH from her games tho. -
Make sure you point in the direction of the killer. The whole pointing animation must fully play out as well.
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@Harold_Shipman said:
If the killers have no grab validation, then they can just tank their own connection and grab people before they even appear on the survivors screen.
You could put a system where if the killer has 200+ ping then they don't get the grab validation.
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@Jeffthemainkiller said:
https://forum.deadbydaylight.com/en/discussion/305938/grab-validation
Isn't there validation on grabs? That's why you can get denied grab.
Problem is that their fix is really bad, when you can miss that auto attack. It has lost me few games already, really annoying.
The survivors have grab validation, I think that should be reversed. If the killer gets the grab animation, then don't do this stupid auto-swing, just have the killer grab the survivor. Not so hard to do.
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@HorrorFan101 said:
How the hell does one get it
I got mine in only 3 tries. The build I used was Corrupt intervention (non-negotiable), Play with your food (Also non negotiable), Ruin, and Iron Maiden. I would also recommend using a Dead Dawg Saloon offering as I believe that is his best map to get a lot of stalk.
Another necessary part of the achievement is to purposely de-rank your mmr so you get worse survivors. Any experienced survivor is going to immediately jump into a locker or exploit animation frames from vaulting to deny your ability to mori them.
After only about 5-6 games of letting all 4 survivors escape, I got mine almost immediately.
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Dead Hard and NOED
Both are bad perk designs, there should be any survivor perks in the game that give i-frames, and NOED just lets ######### killers face camp a hook
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@Ghouled_Mojo said:
https://us.v-cdn.net/6030815/uploads/FKYT8CW96AQ6/3b17852f-98bd-490f-8af0-6367d6610c13.jpeg
I think there is a bit of conflicting feelings for dear Amanda.
Im pretty sure the first one is my post, and yes it was a joke thread
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Surge - Remove cooldown and make it activate with special attacks.
Autodidact - Remove the negative affect.
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This is why you need to only play with a 4 man swf
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@FriendlyBubba said:
You buffed a yellow add-on, Long Guide Bar, that increases the chainsaw revving threshold to +2 seconds but this has the same number as the green add-on, The Grease.
Wouldn't it make more sense for you to buff The Grease to +4 seconds? Because now they'll have the same threshold as the green add-on and it's more expensive than the yellow add-on.
For those of you who don't know what I'm talking about, here is some info:
https://forum.deadbydaylight.com/en/kb/articles/309-5-5-0-ptb
https://us.v-cdn.net/6030815/uploads/KUPDPXFQXKGF/image.png
I think the grease should be reworked into something else tbh.
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Here is my idea for a reworked Alchemist Ring:
Upon Hitting a survivor with a lethal rush, your rush tokens regenerate 100% faster for 10 seconds.
This would still reward the Blight for hitting his Lethal Rush, and if the Blight had only used 2 or 3 tokens to get a hit, it would be almost the same effect as the current alchemist ring. If he had used 4 or all 5 of his tokens however, it would still take some time for him to recover the tokens. This keeps the Alchemist Ring strong in the hands of a good player who only uses a couple tokens per hit.
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Yes they are very annoying. I always think that I hear a survivor running on the sand but its just the ambient sound. It needs to be removed.
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@BenZ0 said:
Since Legion will get "changes" lets see what ppl think might happen to them.
Do you think its gonna be a Rework like on Freddy? Maybe some buffs like number teaks (Shorter fatigue for example)? Maybe a new secondary power like Clown or Doctor got.
I personally think either a new secondary Power that would help them downing survivors like a little dash or something would be nice and would make Legion atleast fun to play since you are no M1 killer anymore.
I wouldnt mind a whole rework aswell though but just number tweaks arent near es enough, if BHVR decides to go with the lazy way by just simply increasing numbers then I am mad.
He needs a complete rework. He is easily the weakest killer in the game, and is extremely boring to go against. Since he has no power against an injured survivor, its very easily to loop him for multiple minutes if you are in a decent setup. And if you aren't getting ez loops on him, then you just hold m1 on gens and leave in 4 minutes.
His trailer teased him as a stealth killer that could transform into a survivor. Even if they dont do that, I hope that they make some way to have all 4 legion members in one map at a time.
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@AnObserver said:
What core changes would you like to see to gameplay? (Outside of adding a Universal Boon Perk for Survivors).
All players in the game can open a map of the map during the match. The killers can then click on the map to teleport to a part of it. Also, generators cannot start being repaired until survivors find a gas can on the ground and pour the gas into the generator. If a killer kicks a generator, it knocks the gas can off and the survivors have to find another one, which adds a good amount of built-in slowdown and mobility for every killer.
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@Munqaxus said:
Dead Hard serves as a counter to 1-hit downs. No other perk can do this. Everything should have a counter in the game. Slugging is Unbreakable and Exponential. Camping is Borrowed Time. Tunneling-till-dead is Decisive Strike. One-hit downs is Dead Hard.
Maybe there should be some additional One-hit down counters, other than Dead Hard, then Dead Hard wouldn't be used as often.
That doesn't even make any sense. One-hit downs counter Dead Hard, because you are able to instantly down a healthy survivor and not let them even use dead hard. Do you even know how the perk works?
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@StarLost said:
For me, it's a toss up between Plague and Demogorgon.
- Both are strong, but not broken.
- Both have depth and counterplay.
- Both can be powerful if played well.
- Both have excellent addons that can completely alter the way they play without making them a meme.
Artist comes close in terms of her kit, but her addons let her down.
Myers has the opposite problem. Great (mostly) addons, but an outdated kit.
Basekit Blight without using exploits is perfect killer design. Completely denies Holding w and has good map pressure, while also having a good chase power with counterplay and mindgames for both sides.
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@Canas said:
Right now you're better off with playing Pyramid Head, not only is the hitbox on his projectile longer and wider, it also doesn't give survivors a third health state & bypasses structures. And it even deals AOE damage!
Meanwhile Nemesis has an extremely slim hitbox on his tentacle which can't even bypass collision and gets easily countered by anyone simply crouching behind a structure. What reason would anyone have to play this killer?
Nemesis might have a pair of zombies stalking the map but they rarely ever prove to be useful, most of the time they tend to get stuck in the environment and their movespeed is simply too slow to make a difference. Pyramid Head meanwhile can flatout ignore and counter things like DS and flashlights due to how powerful his ability is.
Nemesis in his current state is simply a pay to lose killer. I absolutely do not comprehend how the devs could even consider nerfing him if he's in dire need of buffs to actually get a niché of his own. As long as Pyramid Head exists, Nemmy's playstyle will be always inferior.
Nemesis needs his rocket launcher from re3 then he's perfect
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@NOEDENJOYER said:
I love playing this killer, however, I'm aware that she isn't well liked. But is that universally true, any survivors who do like playing against her, or is it all hate?
What do you feel when you see an Artist?
Absolutely hate going against her. Her power encourages zero skill gameplay in which you just place birds at all of the windows and pallets in a loop and force the survivor to hold w to the next loop, rinse and repeat. Eventually, she will catch up to that survivor after about 30 seconds or so and get a free hit, but at that point she has already lost so much time that the other survivors can just slam out generators and get a 3 man escape every round anyways.
She is pretty much just the incarnation of OhTofu's bad killer design video. A stupidly powerful anti loop ability that encourages a survivor to hold w, but no mobility power so the survivors can just slam out gens.
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@Object said:
https://forum.deadbydaylight.com/en/discussion/comment/2720766#Comment_2720766
I don’t think you’ve read my whole post. These two perks combined are evil on Pinhead. Pinhead is also not a bad killer, he is certainly very strong.
Pinhead is not very strong, as if he is beating your "high mmr coordinated swf", then you and your teammates are bad at the game. Those perks are decent on him, not the best. Stop complaining and learn how to counter it.
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@Sonzaishinai said:
Loved the illustrations.
Not a big fun of the idea itself though. Doing this means that survivors can have a very good idea of where hexes are based on where the killer came from.
You generally spawn away from the killer so most likely wherever you are the totem is close to the other side of the map.
You are going to have players who if they see where the killer came from know exactly where their hex totem is going to be.
That's the downside of making hexes less rng. That also works into the survivors favor
Well yes that's technically true, don't forget that the killer has a lot of pressure at their spawn point early in the game. And after the early part of the game where they have less pressure over that area, the killer will have already gained some use out of their hex totems.
@sizzlingmario4 said:
I love the illustrations, lol.
I don’t actually know how well this would work though - if you have a rough estimate of where the killer spawned, then you can use the knowledge that the totems are near the killer’s spawn in order to potentially find them easily/narrow down where they could be. But this would at least prevent survivors from spawning 2 meters away from them.
Same point as above, at least the survivors will have to interact with the killer before being able to cleanse their totems. It also 100% prevents the cleansing of totems immediately at the start of the game. But also don't forget how frustrating it is for survivors to randomly wander around the map and hoping you find the hex totem. Now there is some strategy in trying to triangulate the spawn of the killer and then searching around there.
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@dspaceman20 said:
Ok I think I like this idea. It's not over the top and seems fair. But I have 2 questions.
1. How would this work with perks like hex: Plaything and NOED? Will it be the same and just spawn the hex to the closest totem the killer is?
2. Doesn't this indirectly nerf perks like Hex:Retribution and Haunted Grounds since you want survivors to do the totem as fast as possible?
1) Plaything and NOED would act the same way as they do now because they do not light hex totems when the trials begins, but rather light a hex totem later on after certain conditions.
2) I guess it would indirectly nerf those hexes, but I don't think its a great idea to balance hexes around the couple of "trap hexes."
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@FFirebrandd said:
Seems like a reasonable way to make Hexes a little more consistent. Not overly so, but more than current.
And hexes definitely need to be more consistent. Putting on any hex totem without undying is like flipping a coin where you just lose your hex within the first minute of the game.
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@oliviaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2715538#Comment_2715538
except i didn't where you literally talked ab how survivors are whiny which i literally agreed with...😭go off claire main
Your still ignoring it. Talk about how so many killers quit and so few survivors are quitting. And how survivor queues are so long even though it should be the other way around seeing that there needs to be four survivors for every one killer.
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@oliviaa said:
https://forum.deadbydaylight.com/en/discussion/comment/2715529#Comment_2715529
i've never said killer is easy period and i'm fully aware of how whiny survivors are (e.g BHVRs twitter account where noob survivors cry ab camping). i never see top level survivors whining about gameplay because they are competent, only the ones that flop and can't escape for their life
You ignored the second part of my post.
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@Ghouled_Mojo said:
I like your illustrations. They tickled me for some reason.
yes it would make more sense to have a hex spawn closest to the killer rather than the survivor.
Probably because each one had 4 cute fengs ;)
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@oliviaa said:
i swear every time i come on here it's just a bitter killer main fest in discussions repeating the SAME things... y'all will do anything but hold yourselves accountable for mistakes made in games then blame every breathing survivor that they are the reason for the downfall of the game. please
record ur next match and i guarantee you will make MANY game changing mistakes. 3 gens flying at the start while your ruin is still up? maybe you should stop chasing the nea and go pressure survivors off gens instead of letting your ego get to you because she flashlight clicked you at the start to get you in a chase. you brought ruin for a reason😭
camping a survivor at 1 gen because they ran you the entire game? with BT, body blocking, and DS, that only will get you so far unless you have starstruck or a killer that can snowball immediately.
all good survivors know that a skilled killer with an OUNCE of common sense can easily turn a game around as survivors constantly make mistakes. if playing this game makes you so upset you have to blame all survivors for making the game worse then get off the game and do something else with your time
If playing killer is so easy, then how come I see so many killers quitting, killer quitting threads and posts, and survivor queues getting incredibly long? I have yet to see a single "Im quitting survivor" post, and you CANNOT tell me that survivors are not little whinny brats, who complain about everything.
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Terrible map design, annoyingly hard to find generators sometimes. The pallets are either god pallets or ######### unsafe pallets with a couple exceptions. There are only a few windows which are either a god window until a door is broken or those weird two-way windows which aren't fun at all.
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@spinodemdem said:
I would say that Severed Deer Head is a little overpowered.
This is basically a combo of 3 addons. It should be like "Ghostface On Tape" addon. Buffing a chase power(shred cooldown + pallet break) but nerfing the other part (shred wall break increased,portal speed decrease/portal reduce) or something like it.
It is very strong, but don't forget that its a purple addon. I modeled it after Billy's old Carburetor tuning guide, which is just a slight stat increase for every aspect of the kit.
@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2711205#Comment_2711205
- Upon pressing mouse 1 before your shred is charged, instead of performing a basic attack you now will do the minimum shred distance.
This is what you put. "Before your Shred is charged" indicated to me that it was "before the 0.65 seconds".
You can already charge a Shred an unleash it in 0.65 seconds so from the way you're describing it, it sounds like this means nothing.
I think I just explained this part poorly. If we look at Huntress for an example, if you charge her hatchet but let go too early before it reaches the minimum charging threshold, increase of sheathing the axe, you will automatically do the minimum charge required and throw it immediately.
I want the same thing for demo, if you press m1 too quickly while holding shred, instead of just doing a basic attack, you will instead queue up a minimum charge shred for 0.65 seconds.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2711099#Comment_2711099
Perhaps I'm misunderstanding it, but it sounds like someone can charge Shred for 0.2 seconds and still launch a Shred. Considering how fast Demogorgon can go during Shred, I think this can make it uncounterable in loops.
No. The minimum you can charge a shred is 0.65 seconds, and the maximum is 1 second. During the first 0.65 seconds, you are not slowed down at all.
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@ManyAchievables said:
https://forum.deadbydaylight.com/en/discussion/comment/2711053#Comment_2711053
I believe they've stated that they can still adjust The Demogorgon. It's less likely that they will, but I believe that has been said.
Anyways, here are my thoughts. Sorry that it's long.
Rat Liver - Whenever I see a suggestion for Rat Liver like this, where it just ups the number, I always kind of groan. This addon was never good, since it only applied to when you fully charged. It didn't change your speed during the channel, so this ends up doing barely anything with either value. It'd be funny for meme games where you're always channeling that Shred, but come on...
Rat Tail - I actually quite like this. We could use an addon that speeds up Demogorgon's set up.
Sticky Lining - I mean... sure?
Viscous Webbing - Shred's current charge time is 1 second. With this, it'd be 0.9 seconds. Could maybe do some very situational things, but I'm against this idea. I don't want Demogorgon to have wind up addons like Huntress. It makes Huntress pretty unfun to go against, it will probably make Demo pretty unfun to to against.
Rotten Green Tripe - Yes, please. Love the haste idea.
Mew's Guts - Unlike Viscous Webbing, which is a lot like wind-up addons, the idea of the new effect of Mew's Guts, which is similar to Huntress' hatchet flight speed addons, I like this, even though Demogorgon already moves at 18.4 m/s, which this would make a clean 19 m/s. SPEEEEEEEEEEED.
Eleven's Soda - This is... alright, I suppose. Don't like this as much as Rotten Green Tripe's haste. This could be a bit too oppressive with Barb's Glasses.
Vermillion Webcap - Yes, yes, yes, a thousand times yes. PLEASE...
Thorny Vines - Kind of steps on Deathslinger's toes a bit too much, I'd say. Maybe just the portal part, while also giving an increased sealing time for the Survivors, could be nice.
Brass Case Lighter - How often do people genuinely fully charge Shred? I don't think this is a great idea, sorry.
Upside Down Resin - I could see this being used kinda like old Lifeguard Whistle, back when it afflicted Exhaustion, where you use it as a small chase power. This is an interesting idea. I like it.
Unknown Egg - I love this.
Severed Dear Head - I find this... kinda stale? Like, I understand that this is trying to rival Barb's Glasses and Black Heart, but I feel like people would just end up using this with one of those two for min-maxing.
Red Moss - Would really like to see this just kind of become basekit. Demogorgon shouldn't broadcast to the entire map that they're teleporting twice.
Iridescent Claws - Another Iridescent addon that gives Demogorgon a new playstyle, going for long-distance Shreds. Here's my issue, though. The issue with long-range shredding right now is that you can barely turn with Shred, so it's pretty easy to dodge the Shred if there's no obstacles. I do quite enjoy the idea, but perhaps, instead of 20% faster Shred movement speed, this addon could give you a 20% increased Shred turning rate.
I really like the balance changes for the most part, but I'm not so sure on the last one. Could make Demogorgon a bit too easy to play, being able to Shred way too early. Could make a lot of loops uncounterable against Demogorgon.
These are just my thoughts. Sorry for the wall of text.
For the final apart about the shred, it would really only help newer people learn him better because they wouldn't accidentally m1. I don't think it would help veteran players too much, kinda like how Huntress and now Plague don't have to worry about accidentally canceling their power.
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@Yankus said:
They are never touching him again....sorry :(
A man can dream
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A fallout chapter with a deathclaw being the killer would be cool.
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@jamally093 said:
When it comes to Midwich it's a hard map for gens and such but the major problem is the exit gates it isn't easy to open most of the time because there's a difference between it and the game map. The game map has a bunch of obstacles to block the view of it and to give killers a bit of time to get to it but Midwich no obstacles to really block the view it's just move in a certain way and you can see the exit gates just need to be changed to it's a bit more easier for survivors to at least get it close to open.
The exit gates are the saving grace on midwich. After suffering through to get 3 kills you can guarantee the fourth kill because they can't ninja the exit gate.
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Correct. The MMR system is just broken and matches you with extremely good survivors as a new killer.
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@ShadowNurseZFX said:
This perk just does not fit into the game, you should never be rewarded for a trash play. I know there will be many people saying "oh but NOED" and such, and i can argue that yes, NOED does reward you for trash plays. And i am open to a noed rework. Here i will list one below.
NOED: As soon as the exit gates are powered, all survivors are immediately injured and broken for 40/50/60 seconds.
Edit: ignore the rework above, that still rewards you.
Let us make NOED A token-based perk, shall we?
You get a token each time you hook a survivor, to a maximum of 8 tokens
1 token: survivors are exposed for 20/25/30 seconds
2 tokens: survivors are exposed for 30/35/40 seconds
3 tokens: survivors are exposed for 40/50/60 seconds
4 tokens: survivors are exposed for 60/70/80 seconds
5 tokens: survivors are exposed for 70/80/90 seconds
6 tokens: survivors are exposed for 90/95/100 seconds
7 tokens: survivors are exposed for 100/110/120 seconds
8 tokens: survivors are indefinitely exposed
I agree with removing dead hard.
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@Sluzzy said:
Why?
Devs, nerf him please. He's overpowered and he's played every single match. We need variety. Blight is not balanced for fair and balanced matches. Folks are tired of him, giving up on hook, and there is no Hope against him. I'm playing solo, why am I even seeing him? MMR is also broken because I'm supposed to have matches where a 2E is a possibilty. There is no possible way to have a 2E against him unless there is alternate ways of escaping. Wait, keys are being nerfed?
Either buff survivors and the perks or Blight should be looked at and nerfed accordingly. The game is really getting boring.
I think why there are so many blights is because
A) He is really fun to play as and has an amazing chase music
B) He is really powerful with a high skill curve that makes learning him enjoyable
C) He is one of the few killers capable of killing a coordinated SWF team
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@GoodBoyKaru said:
Now I know you didn't just say that Blight was easily forgotten when he's one of the best killers we've had recently, that Trickster doesn't have a lot of people who love his design and lore, and Resident Evil didn't bring the highest concurrent playerbase on Steam in DBD's history.
I just know you're not saying that.
I think he means that the content of the new chapters were terrible (except for blight)
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@Aurelle said:
I don't know why they buffed Borrowed Time in the first place. It was fine before.
Because wraith, hag and freddy could ignore it. I just want them to remove collision when a survivor has the endurance status effect.
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@Ripley said:
https://forum.deadbydaylight.com/en/discussion/comment/2676658#Comment_2676658
You say you play SWF and usually get 3/4 escape. So you are clearly have some advantage because you should be losing some games.
So I'm not allowed to play Swf and also try to win? Not my fault so many killers are weak. I just think that the new killer is boring to play against.
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@ThatOneDemoPlayer said:
Artist is perfect. She's good but has counterplay. Just because you don't like it doesn't mean everyone else agrees
What is the counterplay besides holding w?
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@hazzzard said:
How many posts are you're gonna make until you realize you just need to get good?
I still haven't lost a single game against this killer yet. My argument is that the counterplay is extremely boring and she is still a weak killer in terms of map control.
@Kalinikta said:
https://forum.deadbydaylight.com/en/discussion/comment/2676774#Comment_2676774
The same argument of there are a bunch of trash artist players can be reversed, just because there are a bunch of trash survivors that do not know how to play against this killer doesn't mean that they don't have counterplay. Since when did meaningful counterplay mean that the killer has no say in the matter or their actions don't have any effect? Does that not just flip the roles into: the killer has no counterplay and it is purely on the survivor to mess up? There is a risk, reward aspect to actually trying to counter playing and having an engaging interaction; the killer does an action, the survivor does a counter action to which once again the killer does a counter action etc.
You can run into their crows if they used 2 or more without them being able to follow up with a shotgun shot if you start to repel and even with 1 if they don't have the correct add-ons they cannot place all 3 before you get the birds off. Play around structures that require 2 crows to block off all your options, use the line of sight to play mind games etc. The fact that you state if the killer doesn't catch on to the fact and fake their power, wasting time doing it? That statement alone showcases that there is counterplay and that based on how you play the killer has to adjust and also make a mindgame on you... if they fake their power, then that option isn't blocked and you can utilize it.
Each time people goes like there is no counterplay, all it comes down to is that they expect a 100% successrate if they do Y against the killer and are able to counter and nullify any gameplay that the killer does with a single action. That is not what engaging and interactive gameplay, that is just being able to do plays without any counter by the killer and reverses the whole thing you complain about. Should the killer not be able to counterplay the survivors and have their ability, skill, decision making factor into the interaction as well.
The hypocrisy is so apparent, the survivors are not allowed to rely on mistakes of the killer. Yet the killer must only rely on mistakes made by the survivors as they have to have no counters to the plays that they do. You aren't playing against AI, killers just as survivors must have options. That is why when the crows when idle actually dealt damage, it was busted as there was no real counterplay, run into it and get hurt or don't run into it and get hurt.
Counter-play isn't just a 1 side thing. both sides can have meaningful inputs
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@Bwsted said:
https://forum.deadbydaylight.com/en/discussion/comment/2676654#Comment_2676654
Based on what criteria?
So when you play killer and the survivors finish all of the generators and 2 of them t-bag you at the gate and escape, do you think to yourself "Hey I just won the game!!!"
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/298154/artist-needs-a-freddy-level-rework
Better not mention you play SWF or people will disregard everything else you said.
Be that as it may, I disagree with most of this.
What do you disagree with and why
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2675675#Comment_2675675
So a 4k every game is what you must consider balanced then because a 2 for 2 literally is the most balanced thing in this game, it's not a win for the killer but it's not a win for the survivors either
It is most definitely a win for survivors when 2 of them escape.
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@Chocolate_Cosmos said:
I personaly think she is overated. She is not S tier. She might be A tier if you play her well or use some powerfull add-ons together.
No she is very weak but her counterplay is boring which is why nobody likes her.
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@landromat said:
Imagine running straight line
You are forced to do so if you want to win.
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@Aven_Fallen said:
Yeah, they clearly hate the side which did receive a lot of Buffs over the last 5 years and favor the side which gets nerfed for 5 years. CoH is the first Perk which is actually Meta after the release of David. Clearly, shows how much they favor Survivors.
I would not even compare Hexes and Boons, the only thing which they have in common is that they have some glowing flame at a Totem. And thats it. Hexes dont need to be build up for 14 seconds like Boons, Hexes are not heard from miles away, Hexes work map-wide.
I am pretty sure they will nerf Boons at some point, but please at least dont complain about Survivors running the same Perks all the time if you shoot against that one Perk that made people change their Builds.
1) Even if they buff killers (which is rare), it doesn't even matter if they buff them if the killers are still terrible. And the only reason why there haven't been any survivor meta perks since
DavidLaurie is because the current meta is so ridiculously strong that the competing perks need to be even more ridiculously powerful.2) Comparing boons to hexes are a bit of a stretch, but it is strange that the devs gave killers another objective rather than the survivors. Because one survivor placing a boon is barely any time lost, and is actually a time gain if you get enough heals out of it.
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@The_Krapper said:
https://forum.deadbydaylight.com/en/discussion/comment/2675634#Comment_2675634
2 kills is considered balanced though, that's what the devs want to see, while I agree public matchmaking killers are nowhere near overpowered these statistics do prove that when you have top tier players on both sides the game is balanced, now if killers had been playing wraith, legion or another strictly m1 killer with no power to instashot then the stats would be more survivor sided due to the fact that at top level play theres not much those killers can do to stop the gens from pumping out, at the same time though if you're playing bottom tier killers at high ranks what do you expect to happen? BHVR came out like 2-3 years ago and said some of the killers are made for beginners to use as stepping stones into playing killers that require more skill you're supposed to use them up to a certain point and switch when the going gets rough that way they can cycle people into playing different killers than the same one they started with
2 kills is not a win, the devs don't know what they are talking about. Most devs don't even play their own game. I can easily get 2 kills with bubba by just camping someone in the basement and then crawling out with noed to get another free kill. That is not a win, nor is that balanced.