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Zombra808

Zombra808

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Zombra808
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  • See I agree with you, but a feeling tells me that not a lot of people will side with you. Hillbilly is in a weird spot imo because although your criteria of 110 speed killers should include Hillbilly, there is just something about him that should make him 115. It makes sense to put him at 110, but I also feel he should stay at 115. I don't know, probably useless info I'm giving you, but that's just my take on Hillbilly.

  • @Zombra808 said:

    227,840 bloodpoints is what I came to. BBQ + Survivors Pudding + 4 Anniversary cakes + 32,000 bloodpoint cap. I think people forgot the Anniversary Cake gives 103% bonus bloodpoint. Also, addons don't increase max bloodpoints, just the 8K cap, like someone said.

    I don't know if killer can bring Anniversary Cake, but if they can, then it would be 228,800 bloodpoints.

  • 227,840 bloodpoints is what I came to. BBQ + Survivors Pudding + 4 Anniversary cakes + 32,000 bloodpoint cap. I think people forgot the Anniversary Cake gives 103% bonus bloodpoint. Also, addons don't increase max bloodpoints, just the 8K cap, like someone said.

  • Because more people play Survivor. Since more people play survivor, there are more challenges. Besides, 3 challenges doesn't hurt that much. Also, killers get way more blood points than survivors so it sorta balances the scales.

  • @finitethrills said:

    All you can see in 1st person is a weapon and the hand holding it?

    The blinking puts a hand up, that's my deciding factor, personally.

  • @AhoyWolf said:

    It's intentional, you also can't blind the Hag, because they're looking down when breaking a pallet.

    Also not only Spirit has broken the first lunge, Ghostface does have it too, Demo's shred is sometimes bugged too.

    I hope they will fix it as soon as possible.

    So multiple killer lunges are broken, that's fantastic. Almost lost a first hit several times from the bug. Also, the reason I was asking is because I don't remember Spirit always being immune to flash light blinds. I thought she used to be able to, now she can't. Thanks for the insight.

  • @underlord99 said:

    why is this even a thing ? it feels really cheap . and unnecessary.

    Mind gaming, that's the one thing I have to say...

  • Least favorite will always be freddy and pig, favorite has to be mediocre Billy, god Billy I hate cause the game ends in 1 second.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1097153#Comment_1097153

    If you uncap your FPS in the GameUserSettngs file, it will only uncap to a max of 120. To go above that, you need to uncap it in the engine.ini file. There's user guides on steam for how to do it. :) You have to add a few lines to the file.

    Okay, I'll look for the video. Thanks a lot!

  • @[Deleted User] said:

    I believe there's a hardcap of 120 FPS right now.

    There is ways to get around this, but well, it doesn't make that much of a difference.

    How

  • @Arbmos1998 said:

    I think it is fair to say that the Key is a beyond stupid mechanic that should not exist in this game period. It is an item that heavily rewards Survivor even if they play badly and heavily punishes Killer but doesn't in anyway punish the Survivor.

    personally i really dislike EGC as it's boring for both sides at the end of the match because as Killer you pretty such need to slug and even then it's not guaranteed to get the 4 man due to the sound bugs (Survivors literally making 0 sound on the floor). Even when it's one person left, you close the hatch they still have another 2 chances to escape meaning Killer moves back and forward between gates which once again is very boring heck they may even have a Key thus giving them a 3rd chance even though you found hatch first so the counter play is none existent.

    I see a lot people comparing Keys to Mori's and this a stupid comparison for a number of reasons as they are completely different.

    Key:

    1. Key an Item which has bonus features with add ons (Killer Aura for example)
    2. Key can be used every game with a certain add on that allows you to keep it even if you die
    3. Key can be found in chest

    Mori:

    1. It is an offering which can only be used once (depending on how many you have)
    2. Requires 5 Devour Hope stacks. That's even if it gets that far
    3. Rancor, terrible perk anyway as it requires all gens done to even be used and even then it's not guaranteed
    4. Tombstone Myers, negative being slow speed and by time you even reach tier 3 against an optimal team the game will be over anyway
    5. Punishes Killer points massively
    6. Can't be found by RNG in match

    Lets just picture something for 2 seconds. Imagine if Killers found a Green 1 use Mori in a locker and it was all based on RNG. The Mori also would not need a requirement of the Survivor being hooked first you can just use it when you first down them. Think about how frustrated Survivors would be if this was a mechanic. People who use Keys most their matches just think about that for a bit and think to yourself if that would be fun for you.

    The one issue I have to the comparison of keys and mori is that keys, if a lot of people leave, it's usually because a lot of gens were done. Some games, you dont even get the chance to use it and is only ever useful late game. Moris on the other hand can be used as long as you hooked the survivor once. That can be early, mid, or late. Mori gives an advantage at all stages of the game, while keys only give an advantage at one stage, late game. They both need to be nerfed equally.

  • @Frankie said:

    https://forum.deadbydaylight.com/en/discussion/130161/is-uncapping-fps-bannable

    To clarify what others are saying, BHVR says they won't ban for it, but they said if EAC bans for it they won't help you. HOWEVER, just last week someone on here posted that they sent an email to EAC, with a screenshot of the email. They simply said "We're only interested in banning for known cheats."

    Since uncapping your frame rate is not, nor will it ever be a cheat, you're safe.

    Okay, thank you. I got really nervous there if I should uncap my fps or not.

  • @AlbinoViera said:

    https://forum.deadbydaylight.com/en/discussion/comment/1096986#Comment_1096986

    You get 25? Damn dude, I get like 10fps on a good day.

    I play console sometimes, and it felt like 10. They really need to optimize console.

  • @arslaN said:

    Nope, it's safe.

    Okay, thank you. It looks and feels so much nicer at higher frames.

  • Seems most people want it turned down, is that possible devs without balance being an issue? @Peanits

  • The only killer I would say that would get buffed from it is Spirit, but even then, chase music cuts when she phases anyways. This would be so nice for killer, and it makes no sense why killers need to hear their own chase music anyways.

  • @[Deleted User] said:

    I still don't understand how DS got nerfed. It's ""NERF"" included:

    1. Making the DS skill check much easier than before
    2. Not needing to be the obsession to be able to use it at its full potential
    3. Cannot be countered by juggling anymore
    4. Killer can no longer cause you to "whiff" the skill check by swinging
    5. Works immediately before killer can even move after picking the survivor up
    6. Is no longer countered by enduring
    7. Forces you to become the obsession on use (A huge majority of killer's perks require leaving the obsession alone to even do anything, meaning being the obsession is usually good)
    8. Benefits survivors who don't even have the perk equipped as long as an obsession exists
    9. All four survivors can now use the perk to its full potential

    DS wasn't ""nerfed"", it was changed.

    Why does DS still need to be changed? Because it's supposed to be designed to be an anti tunneling perk, and it's not only preventing tunneling, but it's also preventing Killers from earning momentum even past that. Preventing the killer from gaining momentum is why DS was changed in the first place. The rework was supposed to fix that. It did not.

    You name all the buff to it but refuse to bring up the key nerf to it. Take your biased thoughts somewhere else. It was nerfed and changed to counter tunneling, whether it does that now is up for discussion, but saying it wasn't nerfed is just wrong. Would you rather go a whole game getting 0 hooks because of one perk, or go the whole game not tunneling. DS isn't hard at all to play around, and if you want to tunnel that badly, then eat it and keep tunneling.

  • Just recently went against a full Sprint burst team and it felt good not needing to worry about dead hard at all. I could just blink then immediately M1.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1075890#Comment_1075890

    Except, DS hardly ever comes into play as "anti tunnel". If you played killer, you'd know this.

    It's usually used as temporary invulnerability to go for a save you otherwise wouldn't be able to get, or to take protection hits knowing you can't be hooked. Most of the time, when someone has DS, they throw themselves at the killer. That's not tunneling.

    I do play killer, quite a lot, and like I said, I don't get DSed a lot. It's because I don't tunnel. And if you do have to down the person with DS, then slug. If they have unbreakable, you get it out early. If survivors complain about slugging, then they're just wrong, know that and move on.

  • @Feyd said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074660#Comment_1074660

    You are triggered very easily and clearly don't play survivor much. The OP is spot on. Many killers go into a game purely with the intention of ruining other people's day.

    The number of teabagging or flashlight clicking survivors I run into as killer are minimal. The number of camping, tunneling, torturing killers though? Pretty much every other game. It's the entire reason perks like BT and DS are so prevalent and powerful. Because killers make them so.

    "PeRkS tHaT cOunTeR mY pLaYstYLe iS oP"

    You're spot on of why killers think DS and BT are op, because all they know is tunneling. I've played so much killer, and the only time I do get DSed is when I just want to eat it. If killers didn't tunnel, maybe their kill rate would go up???? Just a thought.

  • @VoodooChild said:

    lol you mad because someone DCd after hitting you with franklins!!

    That's so funny god bless Monto, yall need to stop replying so long to every salt post. This man is mad, you dont got to debate him. Rubbing salt in salt

    I can happily say that no one has ever done that to me before, the only reason why I brought it up is because it is toxic.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074694#Comment_1074694

    I'll stop calling you on for bait when you admit that at least part of you was trying to bait toxicity, and it backfired.

    In any case, survivors are more toxic based purely on numbers. There's more of them. Therefore, there are more toxic survivors. Therefore, more toxicity.

    I'm not taking it back, because it isn't true. I wasn't baiting anyone. I was simply predicting what the comments were gonna be. If it makes you feel better, do you want me to edit my post so it's actually in my post and delete the comment, because if it bothers you that much, I'll do it.

  • @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074690#Comment_1074690

    You might be able to get away with using the excuse "I said it cause look at the comments"...if you hadn't posted that before any comments happened. You were baiting people.

    Baiting people is toxic. Popular opinion. :)

    You're logic is blowing my mind in how wrong you are. This literally isn't even a bait post. If you look at it, people are actually discussing the matter. Stop being so disrespectful of other people's opinions and actually give you're thoughts lmao. No one but you thought this was bait.

  • Tell me how survivors are more toxic than killer. I genuinely want to know what you think on this matter, rather than you calling me out for bait or telling me I'm wrong for thinking this...

  • @[Deleted User] said:

    It's not unpopular it's incorrect....well.....in post game chat at least it's 100% more toxic from survivors than from killer, in terms of in game actions it's usually more killers but the difference is not as huge.

    Definitely more toxic in end game, but I'm talking about gameplay experience. Endgame you can just leave the lobby, when you're in the game, all you can really do is DC, but killers still get upset when survivors DC when they get mad, calling them entitled just because they actually want to have fun.

    @McLightning said:

    https://forum.deadbydaylight.com/en/discussion/comment/1074669#Comment_1074669

    You might get away with saying "it's not a bait thread", if you hadn't replied to your own thread with "let the hate comments begin...".

    The reason I said that is because look at the comments, half of it is people either claiming its bait, or that my opinion is flat out wrong.

  • @whammigobambam said:

    The killers have more tools but it's the survivors who act out more in order to unnerve the killer. Fast action notification survivors literally make me want to vomit with disgust. The only thing I want to do is kill them and nothing else I will actually even let the others go then stop playing after.

    I personally don't experience this when playing killer, but I can see why it can be irritating. Atleast it means that one survivor is doing nothing.

  • @Dreamnomad said:

    You have a point. I have to admit that I've done plenty of cruel things to survivors. Slug races, survivor pinata, 2 survivors - 1 basement, violent boss, etc. Ahh, the memories.

    It's just so easy to make survivors lives so bad. I'm not saying it's OP, but just irritated when killers complain about Survivors being the most toxic thing to walk the planet.

  • @Todgeweiht said:

    This isnt reddit, sorry.

    your """controversial""" opinions wont really give you many internet points here.

    You're right, reddit is all killer mains, so there are no controversial opinions there, and did I ask for points?

  • Killer: The Nurse, The Spirit

    Survivor: The Entity

  • Honestly, even if it didn't have a cooldown, it would still be bad. The killer rarely ever leaves a pallet. The only value I ever get from it is when I drop a pallet and immediately leave it so I can pick it up later.

  • The only question would be if it's too much work on the engine. @Peanits, Would this be too hard of a feature to implement?

  • @Boosted_Dwight said:

    The amount of poor baby Dwights this would scare lol

    They would be terrified, poor baby dwight xD

  • @csandman1977 said:

    I like this idea also. If not first person then a really tight 3rd person. I know its not really a horror themed game anymore but having a limited pov while hiding for your life, annd having to rely on sound would definitely give it more atmosphere.

    Something to spice up the scare factor.

  • @CosmicParagon said:

    Honestly being in a locker should be like that one trailer, switch to a 1st person view looking out the slats

    I thought that too, but it would give survivors such little information to work on, ie if the killer is going away or something.

  • @chase131119 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1029594#Comment_1029594

    Honestly, this would get annoying and old after a while.

    I could see it getting old, but it's not like it's any worse than what we got now. I just think it would be scarier if it was first person.

  • @[Deleted User] said:

    That's an interesting idea. So just to clarify:

    If the Killer checks a locker you're in, the camera swaps to a first person perspective throughout the duration of the animation, then returns back to a third person field of view?

    I have one question:

    How does this affect the Decisive Strike skill check? Will the Skill Check appear after, during, or before the first person view?

    1st: Yes, this is what I am referring too.

    2nd: I'm not too sure. I thought of the same thing, but I would say after the POV swaps.

  • @PapiQuentin_ said:

    https://forum.deadbydaylight.com/en/discussion/123725/change-to-lockers

    I'd be down.

    What about when the survivor gets hooked they also go into first person screaming whilst the 1st person POV is looking at the hook penetrating their shoulder?

    That would also be great. I just want more horror in a horror game xD

  • Yes, bloat the stats to favor your ideal idea of what the stats will look like. While you do that, I will die every match to show killers get too many 4Ks. Even, gen rushing isn't a thing. The only time it happens is when multiple people bring a toolbox with really good addons and prove thyself, which rarely ever happens. It's just survivors doing their objective, maybe bring some other gen slow perks like, pop, dying light, thanat, surveillance, sloppy, etc.

  • Please, clarify what I got wrong. From what I read, twice, I still don't see what I got wrong. The only thing I can maybe change is that a 3k or 4k shouldn't be norm according to you.

  • @DBDIT said:

    https://forum.deadbydaylight.com/en/discussion/118676/are-killers-really-underpowered

    To be completely honest and you can disagree or not, but I don't think this game will ever truly find a balance that is both fair to survivors and killers and the game's track record proves that. At the end of the day, BHVR needs to put its foot down and people will either take it or leave it.

    I agree and disagree. They need to make a clear statement of what they think the ultimate balance point is, but then take feedback to help tune it to the more popular demand. We don't know what BHVR wants, and I think that's and issue.


  • @TheNasky said:

    https://forum.deadbydaylight.com/en/discussion/118676/are-killers-really-underpowered

    you said you think the game should be balanced around 50% killrate. but thats really reallly stupid.

    the game should be balanced around 50% WINRATE. the thing is. for killers to win, they need at least 75%-100% killrate. if they get less than that, they automatically lose. killrate is a really stupid stadistic. what should happen is that killers should become stronger, not easier, but just stronger.

    the problem the game has right now is that the killer role has very little skillexpression since most of it is in the chases.

    if you look at rank 1-4 matches, you will notice that killers have nothing they can do themselves to win a match. they rely entirely on survivors making mystakes. and the problem is, if survivors dont make mystakes they automatically win the game. wich imo shouldnt even be possible in the first place. killers need to be stronger, but more importantly HAVE SKILL EXPRESSION somehow. there are many many ways to implement such things and many ideas given by other players. but nobody seems to care.

    How is a 50% kill rate stupid. 50% of matches should not be 3ks or 4ks imo. Killers would still complain about the 1k or 2k matches and say that 3k and 4k matches should be the norm. 50% kill rate is the closest thing people can agree upon to be balanced, without making a 3k or 4k the norm.

  • @Blueberry said:

    https://forum.deadbydaylight.com/en/discussion/comment/978448#Comment_978448

    What's your reasoning for them needing to be changed?

    I think you're misunderstanding as to why I think that many maps need reworks. It has nothing to do with them being survivor favored.

    I wasn't saying that maps should be reworked because they are survivor sided. I only brought up a couple that are in dire need of changes. All maps need to be changed to help balance the map out for each side. They could be complete redesigns, or just adjustment to size or gen spawns.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/978486#Comment_978486

    Most unbiased people agree with that. I know it sounds like I'm asking for killer buffs, but I'm not. TBH the only thing I want for killers are accessibility options and QoL improvements to help with their flaws.

    I always hear how "non-colorblind people would abuse colorblind settings," but how many survivors play on low settings so they can see red glows through walls?

    From my own experience from not only this post, but others, it feels like most people don't share that opinion on balance changes. I wish they did, but they don't. As long as there is a natural hatred for each side of the game, I don't think there will ever be near perfect balance for this game.

  • @[Deleted User] said:

    Survivors have the potential to break the game with some combination of DH/DS/Unbreakable/Adrenaline/Prove Thyself/Sprint Burst and toolboxes plus a free perk slot without any downsides via comms. Few groups do this, but it's staggering how ridiculously powerful survivors can be. Additionally, many map tiles are completely safe if the survivor paths correctly. Again, most survivors don't do this, but killers seem laughably weak when they do. To answer the OP's question, the answer is a bit nuanced. Relative to the skill of most survivors, no, killers aren't necessarily weak. 75% of survivor players are just suboptimal (incorrect pathing, poor decision making, sending more than 1 person for rescues, etc.). The issue is that killers ARE weak when survivors play near their full potential. There is no reason to ever lose to a killer like Pig on Mt Ormond, for example. Survivors have to actively ignore generators for large stretches or be very suboptimal in chases. From my own experience, even when running Kindred, I'll still often see 3 survivors crouch walk towards me from across the map. That's the kind of thing I'm talking about.

    Although like you said, a majority of players don't know how to path, and mind gaming them can easily end a chase if you're able to predict them well enough. Most survivors don't play at max skill level either, where they have the advantage, If a survivor is playing most optimally or near most optimally, there are still things killers can do to get them like mind gaming. I feel in my own opinion, that if a survivor is playing perfectly, the deserve the escape. In very rare cases of which both are playing equally well, I feel that killers have the advantage due just to mind gaming. It may just be me, but mind games are extremely hard to predict because the survivor has no info on which way the killer is coming from. It could be left or right, they have to gamble.

  • @Ryuhi said:

    here's a really simple explination: Survivors have a worse skill floor, but a much higher skill ceiling. Killers have a higher skill floor, a lower skill ceiling, and yet they still have more work they need to do to reach that ceiling.

    What that means: To be good at survivor, you simply need to acknowledge your place in the game. You are one of four, and the better you do, the more you can prevent the opponent from succeeding. Sounds simple, right? It is. You work on gens, you waste the killers time if you get caught, you survive or you die. Its simple, and its very easy to say "i did/didn't do well" or even "that match didn't give me much room to work with."

    When you play as killer, you need to know where 4 survivors are at all times, the progress of gens so that you can (attempt to) pressure them, how many hooks each survivor has gotten, if that person you just downed has been taken off a hook in the last 60 seconds, what exhaustion perk they've used so you can try to react to it properly, keep track of the nuances of your power, etc. Its just a lot more stressful, and the maximum payout relies heavily on the mistakes of your opponent more than your attentiveness to all those variables.

    This is why people feel they are underpowered. If your goal as survivor is doing your best to help your fellow survivors and hurt your opponents progress, it is absurdly less stressful than all of that. You just work on gens and do your best to not get bodied when you get seen. If you do? you get 2+ more chances anyway. Time is on your side in almost all cases, and when its not, the hatch is.

    The problem with balance from a lot of survivors standpoints is that anything less than a survival is a loss. This is what causes many of them to abhor the concept of proper balance, because they see it as 1v1 and not 1v4. This is also why many survivors feel killers aren't underpowered, because they think they're op in a 1v1 (which theyre supposed to be) while not acknowledging that they're crippled by a 1v4 scenario (the literal foundation of the game.)

    I agree with the skill ceiling and floor situation, along with the 1v1 and 1v4 aspect, but straight buffing the killers is not the way to go, nor is straight nerfing survivors, which is what this whole post is what I was trying to get at. There are fundamentals of the game which need to change to help both sides, for example the maps. We need to change the ways both sides play, to where each side feel like they each have an equal chance at winning.

  • @JC316 said:

    https://forum.deadbydaylight.com/en/discussion/comment/978416#Comment_978416

    Basically 25% should be depip, 50% should be black pip, 75% should be one pip, and 100% should be double pip. Throw the complicated emblem system right in the ######### trash.

    100% agree! But we would need to first fix the issues with the game including matchmaking, and then figure out a system for survivors. Also try to make the killers as close to balanced as possible to people can't abuse the system.

  • @Blueberry said:

    Most killers are quite weak. However much of that is because of bad map design. That bad map design covers more than 90% of the maps.

    I agree that maps should be fixed to be more equally balanced, specially Haddonfield. But I also think that heavily favored killer maps, specifically the game or hospital should be changed as well. I know the hospital was changed on the PTB, but I think people need more time to determine if it's balanced.

  • @emyung said:

    I most play as survivor. If I do survive 50% of the time with the current gen rush situation, then winning will not give any pleasure at all.

    And at current PTB situation, I do gen without much worry 70% of the trial, specially if the killer is busy with a survivor good at looping.

    I dont care if I survive frequently at the trial because surviving without any kind of effort or difficulty means nothing.

    The problem I have with that, is not every survivor being looped is good, heck, a large majority of survivors I get can only loop for 10 seconds. I hate it when survivors get out because someone looped the killer that game, but the game is also not built solely around who can loop the killer the longest. That is why there are skill checks after all, to at least make the gen jockies be skilled at something to escape. There needs to be more areas for survivors to be good at, so then the more skilled survivors would escape, rather than the survivors that only know how to do gens or only know how to loop. How to fix that if beyond me, and people need to come to a conclusion together.

  • @JC316 said:

    The game being balanced around 2-2 is all fine and dandy, except for the fact that killer doesn't pip around that balance.

    Then they need to fix and change if the community agrees on a 50% kill rate. The community needs to agree what is balanced on stats, then the devs need to take an accurate stat check, and move from there. I feel that 75% kill rate is too high, and only 1 survivor escaping every round isn't healthy. I need to know what more people thing would be balanced if an accurate study was taken.

  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/978303#Comment_978303

    Matchmaking has always been messed up for a year. So I don't know where you're grabbing this magical period where they weren't broken, from.

    I guess this is totally fine?

    https://us.v-cdn.net/6030815/uploads/165/VJAWWJ08DVKP.png

    Or this?

    https://us.v-cdn.net/6030815/uploads/003/LCMLQEMDSHU6.png

    These screenies are taken during that period of time the stats were taken from.

    So tell me, what's "correct" about this?

    Oh look, here's another match where I went up against a rank 20 killer.

    https://us.v-cdn.net/6030815/uploads/446/DYYNS92Q095Q.png

    I'm playing solo by the way.

    Let's keep going later on during this period as I continued to rank up.

    https://us.v-cdn.net/6030815/uploads/130/8EECGAHNKDO9.png

    Hey, I guess if red survivors could find rank 15 killers, it wouldn't be impossible for a rank 15 survivor to go up against a red rank killer, right?

    A Japanese BHVR employee even said themselves that the statistics did not take survivor rank into considertion. The ONLY thing it took into consideration was killer rank. If the killer was a red rank player, then the game counted for the statistics. That means a killer who was in red ranks went up against 4 rank 20 survivors and 4k'd them, it would count towards the kill count.

    These are facts, stated by a BHVR employee themselves. BHVR employees here even state that these stats mean nothing and are very inaccurate, more than likely because of the above reasoning. Stop denying this. If you want to argue facts, you need to look at all of the facts rather than just the facts that suits your own narrative whilst blissfully ignoring the entire story.

    We haven't even begun counting the period of time where survivors who would suicide on hook, especially against some killers like Spirit or Forever Freddy because they found them boring or "op" to play against, where suiciding against a Spirit was already a common thing as she had been complained about for months before those stats were even taken, is still a common thing even now and the Forever Freddy hate was already gaining traction.

    The period I'm talking about when they broke match making is the SWF change to take the highest rank and put them in the corresponding lobby. This made a lot of low ranks survivors be put in high rank lobbies. I know matchmaking was bad before this, but not not to the level it is after the change. And no matter how inaccurate the stats may be, this does show that you still kill 45-70% of survivors, depending on who you play. And even if good survivors always get out because the game is survivor sided, that still makes a minority of the community, and if you are better than the vast majority of survivors, you deserve to get out imo

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