Avatar

rha

rha

About

Username
rha
Joined
Visits
16,579
Last Active

Comments

  • Personally, I'd love to see it shift more towards being team based, and not so much each individual survivor. If one person is tunneled out but the other 3 get the gens done and escape, the game should absolutely recognize that as a win for survivors and an increase in MMR for all FOUR of them, not just the escapees.

    That was already something people were asking for, and is already somehow implemented (unless they took it out again without notice), if you get tunneled out and everyone else makes it out, you lose pretty much no MMR.

    This was another change that made solo queue even more miserable, it's an excellent example of people not knowing what they're asking for, and if your proposal is to change this further so that the one one died will not just be MMR-neutral but gain as much MMR as the others who survived, then your proposal will hurt solo queue even more.

    That's because they made it so that this works also if you're the only one escaping through the gate and everyone else is dead, you get pretty much no MMR (or more precisely, the less teammates escape, the less MMR you gain). As you can't control how good others play unless you're in SWF, I constantly feel punished for not having friends to play with as low MMR is really hell and I finally wanted out but could never made it.

    Back to your proposal as I understood it, then the result will be that solo queue players will sink into the depths of the MMR pit faster even if they escape when they couldn't manage the feat of both bodyguarding their extremely mediocre teammates who can't stand on their feet for longer than five seconds after the killer spotted them, and repairing five gens at the same time, because even if you escape but your teammates could not be saved, you'll lose as much MMR as the dead ones.

  • My personal issue is not so much that there are extremely one-sided games where everyone's dead (or dead on hook) with 4-5 gens left but rather the sheer number of those I have to endure in a row. If I have to play for hours to have one good match at some point I'll just take any opportunity for a shortcut out while I would have continued playing if it was just one or two in between multiple ones that feel fun and fair. I am playing since 2017 and until MMR and the big killer buff patch came along, I can't remember I ever suicided for some reason other than to give the other remaining teammate a chance for hatch. There were always bad matches, but it didn't bother me because there were not that many ones back to back. Plus, I felt there was always an incentive to still keep playing at my best until the end (collecting emblems to rank up and play with better teammates).

    If we assume the devs want MMR/matchmaking to stay as it is …

    I am not sure if I'd want BHVR to add any comeback mechanics for survivors, I don't like the idea.

    I'd be happier if there was some reason to keep on playing. Replace the hatch with some kind of 1v1 that is more fun and interactive and allows the last survivor to survive by skill rather than RNG. Then make it harder to slug for 4k and thus deny the last survivor this chance so there's always some hope and something to keep playing for. This is the one thing that the emblem system did better: it did reward staying in the game and doing whatever you could … MMR defines "being the more skilled player" in a hopeless situation as being the one who is just hiding and waiting for the others to die. Both options I'm being given ruin my mood, I don't want to waste my time hiding better than my teammate, but I don't want to considered worse at the game than somebody else who's not playing any longer by MMR. If I'm out of the game before it gets to this situation I oddly feel better than with those two options. That shouldn't be.

    If anyone wants to introduce some kind of "bribe" to make up for unfun matches, the only thing that would always work for me is a chance for MMR increase, I don't need any more blood points (I have almost two dozen millions of them and nothing to spend them on). Iri shards might motivate me a bit more but only for a very short time.

  • @tjt85 said:

    I have a rule now. If I play 3 Survivor games and they're all terrible, I switch to Killer or I play another game. Guess how many Survivor games on average I'll play in a session?

    If you said 3, well done you're right!

    Not a single game I've played today on Survivor in the event mode has been fun or felt remotely winnable. It's not even worth playing for the BP since I'm getting 10,000 or less per game.

    I wish they hadn't set the BP incentive to 100% because they failed to code an offering that worked the way it was supposed to. It's attracting players that are sweating hard, ignoring the event and just queuing up for the extra BP.

    I'm also becoming more of a "Killer main" as time goes on. According to a stat tracking website, my time spent playing has shifted from 60% Survivor to around about 54% and I can only see that number going down in the near future.

    I really wish I could force myself to play with your rule, too, but I tend to play until I get one satisfying match. Last night I played until after 2 am to get that and it didn't really feel as satisfying as it could have been due to feeling so tired and exhausted from the many, many bad matches before that. Now it was a Friday fortunately but imagine me playing DbD when the next day is a weekday … forcing myself to play until 2 am and getting up at 6 am to go to work. That's just not healthy.

    Event mode is terrible unless I play as killer. As survivor I only get teammates throwing snowballs and messing around and running dumb stuff like Scene Partner while killers are maximally sweaty with 150+ ping and addons like Tombstone.

    I am even less interested in staying in one-sided matches in the event than I am in regular matches. So when the killer is trying to get everyone dead by camping and tunneling hard at five gens I just run up and stand still and try to get hooked to get out of the match. I do throw snowskulls at them and I don't expect/want them to become friendly and spare me, I really want out of the match, but they could at least throw one back before they kill me for the event vibe.

    I've had two killers farming the event mode, but that's boring as well. When I play the event as killer I do throw snowskulls as I run after the survivors and I do patrol gens as snowman but in the end I play "normally" and chase and hook without farming. That there is absolutely not a single one out there like me who plays the event a bit differently is pretty sad.

  • Congrats! I did the same this summer after seven years. And I used to be a die-hard DbD player who played every single day for a couple of hours. Have millions of bloodpoints piled up now because I refuse to get any new DLC before BHVR fixes the solo experience.

    Since MMR, the game just made me feel humiliated, worthless and increasingly aggressive and depressed. That the devs think they’re doing a good job when they make some players feel that way is pretty wild.

  • What reward (if any) would keep you in a game that you would otherwise leave?

    The prospect of better teammates. Similar to the old emblem system, it encouraged trying the best and remaining active in an already lost match to pip up and get better teammates who are actually doing something.

    Nothing else would work for me. I don't need bloodpoints, I don't need shards, all I want is that most of my matches feel fun and fair.

    If they're not going to fix MMR and matchmaking and expect me to lose most of my games thus making MMR gains hopeless, I'd want being one of the last two (or the last) survivor a less boring experience. It's either slug for 4k (super boring and complete waste of my precious time) or search for hatch (less boring, but feels utterly unrewarding and pointless since it's too much RNG). Eliminate the 4k slug and replace hatch with something more exciting, I don't know what, maybe a 1v1 of last survivor and killer where skill matters enough that when you get out you gain MMR.

  • I hate this perk and slug play style too, but was pointed out to me just recently that Knock Out only works on basic attacks, therefore if you notice the killer is playing Knock Out for a boring 1-hook everyone slug, you can counter it by hopping into a locker before going down, so you're wasting a bit of the killer's time (he has to grab you out and drop you) and then other survivors can still see your aura in dying state.

    So it's probably yet another issue with MMR not matching survivors with the same level of game knowledge, otherwise the Knock Out gap between solo queue and SWF could be smaller …

  • I'm in a similar boat. I really loved the game (playing since 2017) and would still like to enjoy it, but I can't. Solo queue survivor. Too much of a crap experience, since MMR more than ever as once you've lost enough to play with survivors who just don't do gens and go down in seconds during chases, the bad games just repeat infinitely. With the old ranks (and I mean the really old ranks with the actual rank reset) at least the experience changed as the month progressed.

    What's so sad about my situation is, so many streamers I liked to watch are quitting the game because they're burnt out. Many have a far more enjoyable time playing since they can play SWF with reliable people but they quit because of burn out. I would love to get to the point where I could enjoy the game for awhile and quit because of burn-out, not because the game experience has become unbearable.

    For me it was pretty easy. As a console player I just cancelled my Playstation Plus subscription, so I can't play anymore. Before that I took longer breaks as well, but it didn't help, mainly again because of MMR I am sure … I just had to play one game after coming back and was instantly reminded of why I took a break.

    Tunneling I don't mind much … if I'm tunneled it depends. If nobody does gens I stand still and go next, otherwise I try to give them as much time as I can. If someone else is tunneled out at 4-5 gens with the players I'm matched with it's hopeless, so I just go next too.

    Camping depends, I see it really rarely these days, with master campers like Bubba it's definitely stupid and dull, with others as long as players are good enough to pull off a save, particularly in endgame, a rescue can be really exciting. It took me a couple of rounds of 2vs8 to realize that because there it was basically the opposite kind of boring compared to a camping Bubba. EGC, killer downs you and cages you, you reappear on the other side of the map next to an open gate where someone standing at the gate rescues you from cage and you can walk out chilled because the killer is on the other side of the map, that's not really exciting either.

    Only thing that really triggers me and has my finger hovering over the "Leave Match" button is the slugging for 4k. So boring and such a waste of valuable time. Only solution to that is to check the situation after the first survivor has been sacrificed. If I don't think we'll get the gates powered then I see I am doing my best to be the second survivor to be sacrificed. Unfortunately this is much, much, much more common than tunneling or camping.

    I'm more angry about how the other survivors win the game for the killer by not touching gens, making dumb decisions in general, unhooking right in front of the killer without any reason or when I'm left to die on first hook even though I bring Kindred.

    If you play mostly survivor, maybe you enjoy playing killer without trying to win. I'm super chilled as killer, e.g. when I notice someone is going for flashlight/flashbang saves and doesn't have the timing down I practice a bit with them, don't care whether gens are flying or not while I do. Before MMR I regularly played my own challenge to pip up as far as possible without killing anyone.

    I could imagine going SWF with decent players is also an option to enjoy the game again, but I never was able to find one.

  • Chaos Shuffle. It brought the second-last DbD match that I actually had fun in before I quit DbD.

    I loaded into the match and got Solidarity and Autodidact … hey cool random build, I'm the healer this round!

    Except … one of my teammates got No Mither. Well, ok, still two to use my perks on …

    Wondered about the weird action icon next to Mikaela. Panned my camera and saw her aura in basement … no, please no … she got Weaving Spiders and chilled two minutes in basement. Afterwards I had two permanently broken teammates vs a huntress throwing fridges around corners, my cool random healing build was pretty useless, and we still had four gens to go … already had a meltdown … and then we got a four man out somehow.

    I briefly tried 2 vs 8 during the free weekend (I canceled my PS Plus so I can't play outside of free weekends anymore). It was too chaotic for me and didn't bring any fun or exciting moments to keep up my interest.

  • I would appreciate this to play another match with the same teammates (or some of them, not killer though). And after three matches, give the option to exchange Discord contact details so we can stay together if we‘re a good team. Would have the potential to solve my biggest issue with the game.

    in What if... Comment by rha
  • I think "no" for the near future and "possibly" in a couple of years when the current game designers leave the company and new ones come in.

    The problem with the current ones is that they listen too much to the community and have adopted the common opinion here which is also in the original post, "Isn't this entirely out of their hands?".

    No it's not.

    A good move would be to better separate players like me who have played for 7+ years and have a lot of experience and who want to play well, have fair games and at least try to win, from the complete newbies, folks who just want to mess around and have a laugh while dying and who are terrible at the game but are still having fun. These folks are fine with the current balance as they don't expect to survive (I've played an evening with someone who was so terrible it was impossible to get her out no matter how hard the group tried, she still had fun and loved the game). Put these folks together in a lobby and put me in lobbies with other people who are more like me and I bet it'd be much better for everyone.

    I sometimes noticed in matches with two solos and a 2SWF, the other solo is a great player that the other solo is a really good player but the 2SWF single-handedly wins the match for the killer with a 4k at 3 gens. Put them together with others like them and give me and the other solo two more solos in our league and the killer will struggle to get two hooks all game. It's that much of a difference.

    Stricter matchmaking doesn't help. I feel that matchmaking is pretty consistent. With how much I lost, I must be among the bottom 1% survivors MMR-wise. I'm not the best player, but I am definitely better than that, but I have no idea how to get out of that situation other than doing that boring "Wake Up"/"Sole Survivor" "quickly open door after killer closes hatch" build.

    I don't really care much about this issue anymore, though. I've quit the game for now. I'm on PlayStation and cancelled my PS Plus subscription which is required for online play so I can't play anymore even if I wanted. If the game was still remotely enjoyable solo, I wouldn't have cancelled.

  • @Zakon05 said:

    This has been the least fun I've had playing DBD since I started playing in 2021.

    The real problem is that they made the event opt-in this year.

    Which means an almost constant 150% BP incentive for survivors, since no survivors want to play a mode which makes it harder for them to win.

    I've barely gotten to play killer all event, which is my preferred role.

    Worse, for some reason all of the killers in this event mode play way nastier than in the normal mode. I actually never thought tunneling was that widespread, but oh god is it ever in this event. Plus killers going out of their way to be as mean as possible.

    Like I played vs a basement Trapper today who didn't bring an event offering. He slugged for the 4k at 4 gens, and once all of my team mates DCed because nobody wants to willingly subject themselves to that, he just went afk and let the bots bleed out, which meant he only signed up to make human opponents miserable and didn't actually care about BP or grades and lost interest once he no longer had anybody to frustrate.

    That's the most egregious match I've had, but man there has been a huge amount of early tunneling this event. I normally bring DS or OTR as a precaution as survivor and usually end up not needing it, but I've DSed so many killers this event it's insane.

    The real problem is that they made the event opt-in this year.

    I think that's a blessing, not a problem. I take it as BHVR finally acknowledging that they don't care much about survivors having a good time when they're designing new events, but at least they don't pretend that survivors don't exist and let me play in regular queue.

    Events should only be the only queue if they're designed fair also for solo survivors. I hear that the event isn't too bad if you have a strong SWF but pretty much anyone who I trust with his/her opinions recommends solo players to ignore the event and play regular queue. IMHO, events - unlike modifiers - should ideally be fun for everyone and not opt-in, but the current event just must be opt-in the way it is balanced.

  • Is there a reason you're playing the event?

    I must admit I have no first hand experience (I plan to play a few event matches so I can get Kate's and Yun's masks, but only as killer, and I'm waiting for fast queues and queue bonus, right now it's 150% on survivor all around the clock even late at night), but from what I've seen in streams it's pretty bad for survivors. Maximally sweaty killers, one streamer said "going to the dentist for root treatment would be like a vacation after this event". Another DbD main streamer let the community vote after really frustrating matches whether they wanted to continue to see DbD or play something else because she thought that those sweaty matches weren't fun to watch, and the community overwhelmingly voted to stop with DbD and play something else.

    I haven't played a lot at all lately as my experience has already been miserable enough. Yesterday I found enough courage to play a handful of matches, but I played regular non-event queue … to my surprise, the matches went really well, I escaped every single of them. The killers were as bad and clueless as always but the survivors were considerably better than what I usually get. Probably all the "I just play for the giggles and don't mind if we all die with 5 gens left" folks are playing the event queue right now. And I had a blood point bonus on regular queue even though it was late evening when the bonus is usually on killer.

  • Well they can do whatever they want, I've seen other drops for other games limited to streamers who were in a similar program for that game as well, though it was more like one of three drops being exclusive to them and the others could be earned on any channel.

    For me it turned out more as a show-off of how embarrassing their fog whisperer program is at the moment. Some even haven't been streaming the game for years but are still in the list of fog whisperers, others may still play but no longer as their main game and with longer breaks. Then there are streamers who really deserve it because of their positive attitude, their helpful explanations and game tipps and their refreshingly normal personality and they are just being ignored.

    I did get my drops from a fog whisperer channel I had muted in a background tab while I was watching a far better and more enjoyable DbD streamer who would love to be fog whisperer but probably won't ever be. They really need to weed out their current list, particularly among non-English DbD streamers, and get in the ones that are dedicated and enjoyable to watch.

    in !DROPS Comment by rha
  • I play 100% solo. I hate it, it frustrates me and makes me depressive and aggressive.

    Why I do? None of my friends play and I don't know where to find people "compatible" with me and who are at my skill level which is somewhere … in the middle. I'd be as much afraid of ending up with people who are so … mediocre at the game that we'll never win a single one (I had a group once for the "Where Did They Go" trophy I found on the internet and we had one player who did love the game but was so terrible at it that it, it was impossible to keep him alive for more than two gens, after playing for many hours we had to message a killer at 2am to let us farm the trophy … now imagine having someone like this in your group if you want to win some games) … on the other hand I'm not the best player either so I'd be worried about just being a burden to the rest of my SWF as well.

  • Could easily be one of my most anticipated chapters I couldn't wait to buy, but won't be.

    Haven't played D&D in a long while (sadly). When I still did, I loved the Ravenloft setting because I was never into generic fantasy. For those not familiar with D&D, it's D&D's Gothic horror setting. If the new chapter was connected to Ravenloft, that would be gorgeous. If it was Vecna, they'd probably have had a chance, Vecna once was a Darklord of the domain of Cavitius (but I think he escaped the mists or so). The new D&D Vecna material dropping soon (which is probably why Vecna is rumored) also seems to partially play in Ravenloft, at least that's what I get from a quick research.

    So if the map was Cavitius and the survivor maybe a Vistani, I'd be the best they could push out for me. However, the lore will most likely refer to the more popular Forgotten Realms and the survivor is also more likely to be a well-known character from that setting even though Ravenloft would be such a better match for DbD's theme - the better known stuff will win, sadly.

  • As for what the "potential pitfalls" … the main pitfall is that your method will actually work if the survivors are altruistic enough and you get 4ks with it. Then MMR decides that the altruistic bully squads are no challenge for you and gives you the comp squads and you're getting bullied even harder.

    (Just for the record, this is exactly not a brand new idea, I run out if the killer opens the gate or simply waits with hooking until the timer is down, some teammates in solo queue - who may be SWF obviously - fall for it, if I was in a SWF I would actually not allow SWF teammates to stay in if I suspect a blood warden play)

  • @Neaxolotl said:

    MMR system does work, matchmaking doesn't

    What do you mean by "MMR system does work"?

    When I would say "MMR does work" I would mean that it assigns all players to their proper MMR and if someone has higher MMR/lower MMR than me then he's better/worse than me, at least within a small margin of error. You'll have a hard time convincing me that MMR is functional in that sense, though.

    If you mean "it exists and computes numbers in the way some designer specified it" then yeah, it does work.

  • I hope the developers take this kind of thing seriously.

    I really hope they do, but in a slightly different form (completely redesigning the perk and pinning the current version on their wall as an example of what should never happen again), because it's IMHO all their fault for releasing this perk.

    I personally hate the perk with a passion and don't want to see any teammates bring it into matches … exactly because of what you experience.

    I personally feel griefed when a teammate tries an invocation - solo queue is bad enough, I expect everyone to play to win, Invocation is usually the easy 4k for the killer because most killers have some kind of aura/scream perk that reveals the Invocation user and it results in time wasted and basement hooks, or even worse the entire team is dying and the Invocation user is chilling in basement. Personally, I'm annoyed but I eat it up and wouldn't "grief back" or attack the one bringing it.

    However, in the majority of the few games where someone brought an invocation, it went similar to what you experienced: others throwing themselves at the killer and giving up, disconnecting or leading the killer to the basement … I've seen Invocation users then DC-ing as well which really, really makes me sad, because I really do believe they find that invocation stuff cool and want to help the team, and then everything goes so bad that they DC because the rest of the team is throwing because they're wasting time sitting in basement for almost two minutes and still get no value because the killer interrupts them.

    Again, IMHO it's the sole fault of the devs. Designing a survivor perk that turns survivors who are supposed to work together against each other, leaving the killer the only one in the match who has fun, may well be the worst thing they have ever done. It really ruins me emotionally when I'm in such a match.

  • @[Deleted User] said:

    I think how you arrive at an escape rate matters more than the escape rate itself. Survivor feels like a very contrived role right now.

    At least half my losses on survivor have absolutely nothing to do with my gameplay. There's no reason for matchmaking to be this bad. I load in and 1 or 2 teammates aren't even functional relative to the other players. They're so unbelievably stubborn about this matchmaking system. It's been 3 years. Entire games are developed in that time. Give players separate queue options. Test different algorithms in a transparent way. *Do something*. Do something that isn't shuffling invisible numbers and refusing to show your work.

    That's my main issue with this game for awhile, killrate stats being the only thing being considered while balancing the game does not mean that it is fun. I just wish they would instead balance for close matches first that are not so quickly clearly won or lost and feel like they could swing into either side's favor at any point, and killrates only second.

    Most of my games I get horrible killers like that Bubba in the last play session before I went on yet another extensive break. He was so bad, he started chainsawing way too early, I could just run on in a straight line, didn't even have to use a pallet. I finished a gen in his face in a really open spot where any remotely decent Bubba would probably have downed me but this guy just managed to saw into the gen even though I was already running away in the open and it was the only thing with collision nearby.

    My teammates? Got pressured so hard, I hardly found time to sit on a gen because Bubba almost always had two of them on hook. With one survivor dead, two dead on hook and only two gens done and no other gen with significant progress, I figured the game was pointless to play and just let Bubba down me (he would never have gotten me if I wouldn't have stood still …) and killed myself on hook to get into another match. The game doesn't even give me the option to force the killer chasing me the entire match so that others can do gens. If the killer wants to ignore me because the others go down much easier, he can do so. Such a kind of match feels just like wasted time. I can't get better, I can't try to learn anything from such a game because the skill gap between players is so massive.

    And when I escape … it's the same kind of bad killer, just that I have three more teammates in my league or even better than me and the result of that is that the killer usually DCs if the gates are powered while he hasn't gotten a hook yet and thus denies me the MMR increase I probably need to finally get better mates and killers.

    I have achieved everything I want in DbD in terms of grind, all I want while playing is people roughly on my level and fair matches. When I get players in my lobby that are on my system and they haven't hidden their games on their profile, I had recently teammates with ONE hour in the game, 7 hours and 16 hours - in different lobbies all within 15 minutes of lobby dodging trying to find me a lobby with teammates who look like they could play. They still need to discover the game and figure out how to play. It's a terrible idea to match players like me and them together. Even if there aren't enough beginner lobbies, they should match them with people who are still on a grind and are willing to play out a match to get bloodpoints or tome challenges, or just play super casually and don't mind if they lose.

    I really want to see MMR numbers of all players at this point.

  • I don't know, I'm so tired of getting absolutely nothing new or exciting on the survivor side for months and month. Anti-facecamp? Haven't seen a single survivor jump off the hook in my games yet. Anti-3-gen? Haven't saw eight regression events on a gen yet, only the higher base kick regression + removal of gen tap is apparent every match. New perks were between meh and so bad it's ruining the match if one player brings it (hello Weaving Spiders). Right now it feels more that the killer buff trend will accelerate. I bet when we get the roadmap for the second half of the year there's again absolutely no good news for solo players this year.

    If they would buff every single killer to new Twins level and beyond, maybe even to the point that every single match is a 4k at 5 gens (maybe except when comp teams play against brand new killers with sub 100 hours), they would finally have to come up with something positive for survivors because there's nothing left to buff on killer side.

  • @Hexling said:

    https://us.v-cdn.net/6030815/uploads/ZQ607A7MHB3W/image.png

    Here it goes found it. Any more questions anyone?

    Yes. Did the devs ever say what exactly those stats even means? Is that 48% only 4SWF of all high MMR survivors against a high MMR killer (that’s what most seem to assume)? Do these numbers include matches the 4SWFs play against killers below the softcap or even „lesser“ killers when matchmaking screws up or due to backfill?

    And does this even mean that this means the SWF was made up of all high MMR survivors or the escape rate of high MMR survivors playing in a 4SWF? In other words, if during the measurement period only a single high MMR survivor would have played a single match in a 4SWF with three mid-MMR friends and escaped as the only survivor of the group, would the „high MMR survivors escaping in 4SWF“ rate been 100%?

    I haven’t seen any kill rates against 4SWF by high MMR killers lately but I expect them to be higher than 52%.

  • @fulltonon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688230#Comment_3688230

    Most of players doesn't feel more fun in literally doing nothing and repeatedly being hooked and rescued for like 5 or 10 minutes, even when absolutely losing.

    So your argument is moot, people will play out the game when they can't quickly leave, there is no denying.

    Prolonging time and effort it takes to throw the game absolutely will fix problem more or less.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3688246#Comment_3688246

    Because root cause of this problem is people being ######### and not some game issue.

    You can't fix bad people, only thing we can do is just properly punish those people so game won't get harmed.

    It's like saying "if you want to stop cheating we should implement free advantage to them so they don't have to cheat", that's stupidest argument.

    Because root cause of this problem is people being ######### and not some game issue.

    You can't fix bad people, only thing we can do is just properly punish those people so game won't get harmed.

    No, maybe some throw because they get hook first, but to some extent it's - increasingly - the game. I am one of the folks giving up when the match is lost early, though I always start playing out all matches normally no matter how bad but I usually instantly run into a long streak of bad matches where no gens pop and my teammates just get massacred and I finally want a good one again so I'll take every shortcut to get out. I've been playing since 2017 and I do this only since MMR was introduced and made the game absolutely miserable for me in solo queue. Before MMR I only ever killed myself on hook to give the last teammate the chance to get hatch when I couldn't see a chance to complete the remaining gens.

    There were some horribly imbalanced matches back in the old days, but overall the experience was good enough to not worry much about these matches or drop out early, it was even encouraged not to drop out and get a pip as reward to reduce the chance of getting not so good teammates. Dropped to rank 20 due to not playing for awhile? No prob, play through the low-level chaos and rank up to be back with better players after some time even if you die.

    At low MMR, every match feels horribly bad, and no "take a break" does help because whenever you return, you're still at low MMR and it takes only a single match and you're reminded of why you were quitting the game. The only hope to get out of that is to survive the vast majority of your games and try that solo when most survivors around you are still learning the game or just want to mess around for fun while the killers are sweating hard.

  • When I play killer I'm happy to get people who play for fun or go for some shenanigans, like Head On duos or No Mither/Sabo/Breakout squads. However, I only play for fun as well when I'm playing killer, and I'll also make sure that if there are others in the match who want to play seriously they're not disadvantaged because others are not even trying to do gens.

    When I'm playing as survivor and get such teammates though, it's sadly a different story. I'd love to play for fun but the MMR system forces me to go for the win and nothing else because I've already gone down to low MMR and I finally want to play again with people who have about the same experience that I have, and surviving is the only way to get back to there. I played quite a lot yesterday, basically from lunchtime to midnight, with three hours break for watching Twitch. In all that time I had one "real" escape, the other escapes were killers farming from start or who started farming when I was giving up (e.g. three gens left to go and two dead already then I typically just want to go next).

    In short, as survivor I think until there's an alternative way to gain MMR that's more in my own control, teammates who don't want to play seriously should play in 4SWF, the only other option to make solo queue bearable would be to start banning survivors for not playing seriously for the win and that's obviously ridiculous. However, I'm mostly angry at the devs that they tuned the game so it's impossible to play for fun and occasionally win matches or separating survivors playing not seriously from those who want to have a balanced win/loss ratio, I'd never be angry at my teammates.

  • As others said, that's not what killswitch is for.

    I agree that something needs to happen but that should be something like only allowing a player to equip this perk in a 4SWF or notify players in the lobby that someone has equipped it so that you can dodge the lobby if you don't want to lose the match.

    In the meantime, I'm dodging all lobbies with a Sable. I tried accepting one a single time and instantly got a Sable who did literally nothing (well at least not touch a gen) until everyone but me was dead on hook but still three gens left ... and then she disappeared in the basement for an invocation ... I'm never again accepting a lobby with a Sable until the devs do something that I can be sure nobody brings this perk.

  • True, I wish MMR was intelligent enough to recognize solo players with enough experience/game sense to consider these kind of things and match them together, solo queue would instantly be a much better place.

    Instead I am matched with completely new players who are doing nothing even when there's no terror radius. I tried to play one match last night. The killer was clearly new, confused and pretty clueless. Didn't matter, everyone but me went down in literally seconds. And when I got finally hooked (nobody did gens the whole time I kept the killer busy, woohoo ...) I was left hanging to die on first hook ... with Kindred. My remaining teammates (one was so bad he got tunnelled out at 4 gens by that really bad killer) were crouching in different map corners, impossible that both had terror radius the same time, neither doing gens nor coming to help me. I kept watching a bit because I wanted to see the killer's build (was a P0, I predicted 2-3 tier 1 perks) but the game completely stalled there, one survivor was just locker-hiding, the other survivor was crouch-walking around the map border, so I didn't bother waiting that out. And that's my regular match experience, not the occasional MM screw-up.

    Although I have to say there were cases where I was matched with another solo and a 2SWF (clearly recognizable by their names and they played the same character with same cosmetics, the other one was 100% solo because he replaced someone dropping out of the lobby), and the solo teammate was a pretty great player, but it didn't matter because the 2SWF won the match for the killer in record time. It's not like solo queue players lack game sense and SWF players are good just because they have someone to play with.

  • I'm playing since 2017 and felt most at home in purple ranks as well, the #1 problem right now for me that I'd like to see addressed to be able to enjoy the game again is MMR. I didn't know that in hockey seasoned players are put in a team with beginners who are still learning. Maybe they should have modeled it after sports where teams are made up of players of roughly equal experience.

  • Great you can enjoy it, I can't even get a game going to judge it for myself. I can't find a SWF so I was - reluctantly - trying to play solo to see for myself what it's like.

    I was just sitting here just lobby dodging and dodging and dodging. The game was mostly handing me lobbies with P0 and P1 Claudettes and Megs in plain default clothes. If not then there was a Sable in it (I dodge them because I'm afraid of them bringing the Invocation perk and instantly winning the match for the killer). There were three lobbies that looked halfway fine that I accepted and - I'm not kidding - all three killers threw a Black Ward and since I'm still mentally so wrecked from the last time I played solo queue and I really wanted to try a chill event match and not have to deal with a tombstone Myers or 5 gen slugging Billy or other monstrosities right the first match I play after a break out of sheer solo frustration, I was kind of relieved that fortunately the game somehow crashed during the loading screen all three times.

    I've given up for now. I thought about maybe playing up to the rift level with Yun's head (32?), but I don't see it happening anymore.

  • Wish I could just take it lightly, but my big problem is that this is a multiplayer game and what I've always got in the back of my mind is that with every 4k at 5 gens shitshow that unfolds there's the killer player on the other side who wins almost every game and has the time of his life feeling an unstoppable, powerful gaming god without having to convince himself that he needs to play for fun only.

    It's not like it would have to be that way. I'm not a prodigy and there are for sure enough people that are on my level of game sense that they could match me with them if they would put some work into their MMR system and I (and many other solo players) could finally have a fairly decent experience. It's not because solo queue simply is like that, it's that the devs are lazy. Couple more hatches for huntress and cranking up numbers across the killer board is admittedly much easier than fixing the MMR.

  • I‘d be down to trade teammates who run this Invocation perk for ones who prefer being useful for two minutes in a match.

  • I'm currently not playing. My reason is the state of solo queue as well. The big issue for me is MMR/matchmaking. The killers I get are mostly 100% beatable, I just get teammates that are considerably worse than the killer. And the best thing about MMR is that nothing about that will ever change because "by construction" once you're losing solo it will just ensure you're losing even more.

    I'm on console, so I'm not reflected in Steam numbers. I used to (rarely) SWF with some people who contacted me after matches back when crossplay off was still viable. I haven't seen them playing DbD or getting new trophies in a long time, so the decline is likely similar on console.

    Even though the game is not dying right now, I don't really want it to die, and if the devs wait with countermeasures until the numbers show that it is very obviously dying that's probably too late. And making the game attractive enough to gain more players seems like a fairly good idea to me that everyone would benefit from, even if the player numbers right now are "fine".

    (Well I'm currently debating whether I should play a bit again and speedrun through the event tome, but if I do I'll 100% do it as killer. Right now I don't feel like playing though, even as killer. My motivation to play as solo survivor is absolutely zero)

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3645045#Comment_3645045

    It sounds like your figures are approximations you throw to give your overall feeling. Again on average, with a good sample, the average kill rate is around 57%. Source : https://nightlight.gg/killers/viewer?sort=pick&shown=pick%7Ckill%7Cdist&start_days=28

    43% escape rate. I guess top MMR is higher and average/low MMR is lower for survivors. So probably around 30% is not a bad take.

    Now the question is : how high/top MMR manage to have a higher survive rate while the killers they face are probably sweatier and play strong characters ?

    Most of this is due to the looping skill + being more aggressive on gens. Yes the game became harder for survivor, but before let's be honest it was hard for killers.

    Now BHVR decided to delete this privilege. I just wish now they will spend more time buffing weak perks rather than nerfing strong ones (after the Adrenaline nerf).

    That's why I make suggestions to buff "boon : illumination" with more informations, to remove the random miss skillcheck, etc.

    Survivors need QoL improvement but some perks needed to get nerfed.

    Actually a rough figure only in the context of the post, I was uploading my screenshots of every single game to Nightlight for awhile and got my stats from there until I was depressed enough and stopped. The people playing where MMR put me are most likely not even aware of the existence of Nightlight and thus not uploading anything there.

    I don't even think it's surprising, inexperienced killers are more powerful than inexperienced survivors. I would expect that the lowest end of MMR is exclusively populated by survivors, therefore if the matchmaker can't find any killer of matching MMR it just has to pick one who is higher in MMR and thus much stronger than the survivors. This may not be a problem for me because I'm playing since 2017 and was used to red ranks and much stronger killers in the emblem system than I meet now, but for my teammates most games are mission impossible.

  • @Adrien said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644807#Comment_3644807

    I tend to agree there is a matchmaking problem, eventually also the hard tunnel (only the hard one) is problematic. I also want BHVR to bring back boons in the META.

    20% is very low, well below average according to Nightlight.gg. Even Skull Merchant (the deadliest killer) kills 67% of the survivor roaster on average.

    It's either you are exagerrating (which might be the case like a lot of survivor mains in this discussion) either you are underperforming compare to other survivors.

    20% sounds quite realistic for an average day in my experience. On a rare excellent day I manage to be around 28-29%. A bad day is around 10% and I have had a day where I did not escape a single time.

    And just for the record, I also kept track of how many of my teammates escaped, not just me and the overall escape rate in my matches is typically even 1-5% lower than my own one.

    Unlike what is constantly being claimed, the game is not balanced at all around super-casual low-MMR solo queue.

    I rarely can check the player profiles, but when I can then I get teammates with 7-50 hours, when I get TTVs I check out their channels because I am curious and they are almost without exception variety players with 3-4 viewers who have no special interest in the game, play it once a week or twice a month, and don’t keep up with changes the devs make and don’t read patch notes. Sometimes I don’t even need to check profiles or streams because when I see P0 Dwights/Clauds/Megs in default clothes my lobby I already know enough.

    It‘s probably not even a matchmaking issue because it is so easy to lose that it is probably „the system working as intended“ that many solo players are gravitating towards the bottom of the MMR pit.

    MMR makes it impossible to play out of that region all by yourself once you end up there undeservedly. That‘s the biggest issue with solo queue for me that kills my fun and why I am not playing currently.

  • IMHO it's definitely MMR, at least the current version. I'm at low MMR because I lose an insane amount of matches, and many, many killers I go against are not really good, they still get a 4k because the matchmaker manages to find three more survivors who are even worse. I'm not super good at this game myself and if I can only shake my head how terrible some killers play, just three very average teammates would already be sufficient to have a good chance of escaping (certainly better than 50%).

  • @Green_Sliche said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3639013#Comment_3639013

    Same could be said about survivors. First two hooks don't matter, it's the last one that kills you.

    Also those early gens that you speak of is the time that killer has or should have before first few hooks can happen. When all that time gets spent because of efficient survivor play, the killer has to apply pressure. You may think that defending last remaining gens is easier when in reality a well spread gens are extremely difficult to defend for most killers. With addition of gen regression events a tri-gen situation can't be used by killer, so that point when killer could ''sacrifice'' early gens for late game is now gone.

    So what should killer do if they have a bad start and almost no late-game comeback chance ( unless they go for specific end-game build with noed, bw and other stuff ) and each hook costs at least a gen?

    Survivors have a comeback chance against a tri-gen and much easier time repairing gens because they don't need to worry about tri-gen situation anymore. The only situation when they do struggle is when one of them is out early enough, which is the reason why killers try to get a survivor out asap.

    12 hooks don't matter. This game is tied to kills and escapes. We all know that. It's like saying fixing 5 gens and opening a exit gate is a win for survivors, even if none of them does escape afterwards.

    Well once the killer gets the first hook this fundamentally changes the game dynamic and everything slows down, with the right perks you quickly find someone to chase next and someone else must go for the hook save so there's only one left to work on a gen (in solo queue you may have two competing for hook save and gen progress is completely stalled) vs 3 on gens during first chase. Once someone is rescued from hook, they often want to be healed, and once that is done the killer has the next survivor downed already so it's not back to gen but rather run off and unhook the next survivor ...

    Plus the resources to work with (pallets) are gradually reduced, so chases will be shorter.

    If the survivors are still incredibly efficient fixing gens so that the gens are flying he is probably simply not good enough for the survivors and deserves to lose. If this happens consistently, then the problem is the matchmaking. Killer is so powerful at the moment and solo queue is so ridiculously weak that there's for sure a group out there for any killer against which he has a very good chance without any cheap tactics.

  • @Mooks said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638836#Comment_3638836

    I have three perk slots permanently locked in merely to make up being solo rather than SWF

    just out of curiosity, which ones are these for you? (I would assume Kindred and WoO?)

    Yeah, and Empathy is the third must-have for me, to find teammates who are injured and hiding behind a rock at the other end of the map so I can bring them back into the match to make it a 4vs1 again. Or excessively self-caring ones. Most would consider Bond the better info perk, but I love Empathy.

  • Cool perks, they save me money (don't feel any motivation to buy the DLC) because there's absolutely nothing of any value here for me:

    • Champion of Light is probably the best and good enough, but only for people who use flashlights (which I don't)
    • I see zero reason why I would want to use Boon: Illumination because if I want to find gens Deja Vu is better and works without setup, if I want to loot chests I see the relevant ones (nearby) with Plunderers and get better items. Maybe not the worst effect, but definitely not worth the time to find a totem, bless it, and risk it being snuffed by the killer to repeat the setup time for too little value. As for the value of providing info also for other survivors, I doubt this info is appreciated/used a lot by teammates. The people I would love to get matched with would be perfectly able to play without this info. The bonus action speeds slapped on suggest that even the designers considered the effect a bit underwhelming. That doesn't save the perk for me though.
    • Deadline is completely pointless on its own. For solo queue players like me who are dumb enough to listen to the whole forum advice "if you want to get a bit closer to SWF then just use perk X for Y and now stop complaining" I have three perk slots permanently locked in merely to make up being solo rather than SWF and only a single one available to swap out. Therefore I have no use for a perk that isn't helpful on its own but requires a second perk to bring synergy value because I don't have five perk slots.

    For future perk design, it would be nice to have perks consistently reliable that I feel I'm getting value from without it being so broken that it's being complained about. Like old Botany before the nerf made it useless for solo queue and more of a pure SWF perk. It was one of my favorites and I would love to see a replacement for it in one of the next DLCs if you want money from me. I never saw anyone complaining about it.

  • That survivor who loops the killer for five gens and dies while the rest escapes has been dealt with, they introduced "team-based MMR" with the Knight chapter and the dev update said in this case when you're the only one getting killed you lose almost no MMR.

    Whether a killer gets one kill or no kills shouldn't make a big difference, if the killer got one kill he still lost three games (against the other survivors) and most likely loses some MMR, I can't imagine how losing MMR from getting one kill could lead to instantly being matched with sweat squads.

    The whole system isn't about measuring skill, it's about coming up with games that give you a fair chance to get an average number of escapes/kills.

  • Sigh. I really wanted to hope for BHVR bringing improvements to solo queue experience (IMHO mainly MMR needs changes) so that it's fun again without having to look for people to play with.

    After reading this I want to go looking for a SWF right away.

    this game is not a true 4 vs 1 unless you're in a SWF

    Actually I had a very similar thought just yesterday when I was thinking about why the MMR is such a massive failure for solo survivor, and I was wondering whether the problem is that it judges me vs killer when my survival depends to a large extent on my three teammates unless I want to play extremely selfish (which I don't want to). To really be able to lift myself from low MMR in solo queue and have a decent experience (= escape more than once every 5-8 hours of play) it would have to judge me against my teammates rather than against the killer.

  • @MikaelaWantsYourBoon said:

    Cool character but perks are garbage.

    Especially boon. It's worst boon perk ever.

    The boon perk does have synergies if you use it with „Better than new“ though, then your teammates know where to run to make use of the bonus chest unlocking speed you give them.

    in Alan Wake Comment by rha
  • @MikaelaWantsYourBoon said:

    Cool character but perks are garbage.

    Especially boon. It's worst boon perk ever.

    The boon would have nice synergies if you pair it with „Better than new“ though so then your teammates can see where to run to make use of the chest unlocking speed boost they get.

    in Alan Wake Comment by rha
  • I loved the event, particularly the snowskulls were a lot of fun. Used them a lot as both survivor and killer.

    I appreciate that there are now more events coming with a themed tome (keeps up interest in the event and makes the rift less grindy), and that the challenges are actually chill and not like "sacrifice all four survivors in the basement in one match". Please keep it that way, particularly if getting all rewards requires completing all challenges. Time to get everything was just right for me.

    The only challenge I disliked a bit was to kill the obsession twice. I usually play super fair and don't want anyone to feel specifically targeted, plus I have my own standards like if I notice somebody is really new at the game I give them a bunch of chances to practice and let them go. Likewise if someone made me laugh during the match (e.g. when I'm playing Trapper and there's a poor trap magnet in the group who steps into virtually every trap I put up). These happened to be my obsession a bunch of times, so it took me a little more attempts than I would have liked to because I let them go.

    I also like the "new style" how the event rewards are earned (via Event Currency from the tome, as it was introduced with the Halloween event). The progression feels pretty good, prior ways were either extremely grindy (way back) or everything was obtained super fast.

    The only problem I could see is that if somebody plays only survivor he can't get all survivor rewards (particularly Jeff's head) without completing the killer challenges as well. For me that's not an issue as long as it doesn't require any tough killer challenges that encourage playing really dirty and mean to complete them.

    And finally, the best part of the event was that Jeff got an outfit! Thank you!

  • Yes, including this one. Even had to read the description because I didn’t know what it was doing.

    Why would I use it? Typical BHVR design. Survivors are already not doing gens, why would I want to use a perk that incentivises my teammates to run around and loot chests instead of doing gens? If it had a gen speed bonus (maybe just for a certain time rather than until injured), now that would be a different story.

  • No idea if someone promoted it but I got plenty of knockout killers heavily slugging who play for mori (Onryo) or bleed-out (other killers) since the 2nd day of Christmas. And that at lowest MMR (previously I almost never encountered any).

  • As Survivor: it feels like everyone's just switching their brains off and treating it as an extremely casual game while I am trying to get a fair win/lose ratio and therefore want to get out of low MMR, which is impossible and therefore incredibly frustrating if my teammates just playing merely to have fun without bothering to think until inevitable death and you need to escape to go up in MMR.

    First game of today was a perfect example of this. Game against slugging Nurse with Infection/Knockout/Deerstalker, so quite obvious from her perks what she was up to, and my teammates still perfectly fed her playstyle. Two injured mates were dancing around the slugged survivor and even when chased they stuck around and did not run off so it was impossible for them to pick up the slug without the them or the picked up survivor going down again. I was the only one healthy and it would have made perfect sense if I would have made the pick up but that would have required the other two to leave the area, ideally taking Nurse with them, otherwise just doing gens. I'm not going there when there are two injured who are one-shot down and try something stupid just the moment I'm about to get a safe pick-up and then Infectious hits and she gets the four slugs without hooking she's playing for, plus someone has to do gens or no-one gets out. Alternately, healing each other and then trying would have been a great idea. No strategy, no plan, no adaptive play depending on killer build/playstyle. Horrible.

    As Killer: I just treat it as a casual game and don't care much about winning or losing. If the survivors aren't really interested in a serious match I don't play very serious either.

  • Then the second game is a full slug/condemn knock out Onryo.

    Guess they're just out there today. I regret playing this evening. I had two slug/condemn/knock out Onryos in three games. The third one was a Good Guy who was hard camping, tunneling and slugging from minute 1 and I assume my teammates were a 3SWF because nobody did gens, but they did just crouch close to hook and hook traded because they ran in injured or went down taking hits for absolutely no reason.

    I just noticed the start of the misery is just after the end of the bloodhunt. Looks like all the better survivors and normal killers stopped playing.

  • Very much as usual, except because of Christmas vacation I can play a bit more in the mornings when games are a little bit better than in the evenings. Overall, it's the marvels of "MMR working properly as it's supposed to" (as the devs appear to think considering there are no changes planned for the next six months):

    • one game I'm found first and run the killer around shack, switch over to jungle gym, bit around that gym, back to shack, around and around, then back to gym ... killer had absolutely no clue how to run any of these tiles. After a bit of back and forth between shack and jungle gym he leaves me. Only one gen done in all that time. Me: "that'll be an easy win". Short time later: 4k and not a single additional gen done, wonderful how well MMR matches players with a similar skill level together.
    • lots of tunneling out the first survivor with 4-5 gens left, totally necessary if you're playing in lowest 5% MMR (probably where I play)
    • there's usually at least one extremely weak link in the group who single-handedly loses the game for the team. Nothing against people being really not good at the game as long as they enjoy it, but why not match them with others who also just merely play for fun and don't worry about MMR as much as I do because I want the misery to end one day?
    • new this holiday season: I have to dodge tons of lobbies with P0 Dwights, Clauds or Megs in default clothes, sometimes multiple in a row. I checked the profiles of those who are on my platform and I see they have around 7-15 hours in the game. I have over 2500 hours and want to win games because I want to get back up in MMR. Yes I typically say hours don't mean much and there will certainly be 400 hour players who are much better than I am, but I don't see much of a chance that someone with 7 hours can already perform exactly as someone with 2500 hours expects of his teammates.
    • and then between all these matches with killers having just random perks and still totally wrecking the survivors and getting their 4k, there's suddenly the odd team that's incredibly efficient, good at looping, and completely crushes even killers with some serious builds (e.g. UW/Pain Res/DMS). Apparently at the same MMR that 7 hour players play at and that is usually complete misery.
    • also new experience: I get many teammates who refuse to run and just walk everywhere. I thought they wanted to save their Sprint Burst but they don't have it. An extremely annoying case was a Jake who refused to do anything injured, so I wanted to heal him. Problem: it was vs Nemesis, there was a Zombie on our track, he was always just walking a short bit away as the Zombie got closer and the killer had Sloppy so the heal progress was always completely reset.

    I'll save me the pain of playing on the Christmas days, I care more about having fun and happy holidays than the bloodhunt. (Or maybe I play killer for the event tome killer challenges and make sure my survivors can have a good time at least for one match)

  • It's not just killers, MMR also punishes survivors (in solo queue at least), it's just on the opposite end when you're handed down to low MMR. No, the game is not balanced around bad players as it is claimed here so often and even worse, there's no way out of there because you need to consistently win your games to be matched with other survivors who have some game sense or play not just to mess with the killer and die, but you have three teammates who hand the other side - no matter how bad - a free win so that you won't move up in MMR.

    I have stressful days too and when I play I want to win some games as well and not just be a punching bag for other players for reasons out of my control which is currently exactly what it's feeling like.

     As survivor you only share 1/4 of the blame for losing, and so can easily deflect and mentally relax.

    Disagree. I escape around 10-15% of my matches recently, 20% if it's a good day. You want to know how many killers I got yesterday who were so much better than me that they would have deserved their win? Zero. And I'm not even that good at the game. None of them had any clue of how to run the various tiles and made plenty of other hilarious mistakes. It doesn't help if I run the killer around the map if my teammates are looting chests or crouching around the edge of the map in that time and go down in seconds when it's their turn being chased. Constantly losing because the matchmaking puts survivors in your lobby that are even worse than the killer is deeply frustrating and not mentally relaxing.

  • For me personally, a balanced match would be one where both sides make steady progress without the match becoming pointless for one side early on because you're going to lose. In that sense, hook states and gens completed would probably be a good indicator already (at least I can't think of anything better right now).

    I wonder if SBMM would be a little bit better if it would also include this in its calculations. I'm fine with escape/kill determining whether MMR goes up or down, but currently a killer who wrecks the survivors at 5 gens leaving them absolutely no chance is the same to the MMR system as a killer who the survivors are running circles around and when he gets his first hook of the match because of NOED a while into EGC he gets a 4k thanks to Bloodwarden.

    If a killer gets only a single kill but had a lot of pressure and got everyone else on death hook, I'd say it was balanced enough so don't let the killer lose as much MMR as if he face camped his first hook in endgame. Similarly for survivors, if they got all gens done but got unlucky in the endgame, then maybe the match wasn't as bad as when they got wrecked instantly and another match with the same players would end up with the survivors winning.

    Would be interesting to know if they had experimented with that and found it didn't lead to better games.

  • I'll be completely honest, I 100% would have killed myself, too. You say "I get that it was a bad start but yall still had a chance, I wasn't gonna end the game at 5 gens with 3 slugs, I'm not a comp player" but 99.99% of killers happily take the 4k at 5 gens and solo queue is frustrating enough.

    I need to play for hours to have just one good game. Can't repeat it often enough, if you want people to not give up that early then ask the devs to improving matchmaking so that solo queue is a better experience. I never kill myself because I'm having a bad game when I start off playing for the day, I'm killing myself because I had nothing but bad games for 3-4 hours and finally want a single good one as quick as possible and sticking in a lost match for five more minutes makes a difference to me at this point.

    Small hint if you really want to be nice, if I want to give up and throw myself at the killer and the killer doesn't hook me I will typically take this as a sign that the killer wants to play fair and not camp, tunnel or otherwise sweat hard, and I'll motion the killer to come and chase me and keep playing normally after that and not kill myself when hooked.

  • Yeah, I believe a skill check frequency reduction is coded into these perks. I once used Scavenger for a tome challenge (I think it was empty a recharged toolbox or so). Brought a brown toolbox without add-ons, used it on first gen, and after using it up there was not a single skill check for the remainder of the gen. It took me four matches to get enough skill checks to recharge the toolbox and as I got my recharge the last gen was just done (I probably could have depleted it by saboing hooks but I didn't think of that). In the sixth game I finally got the recharge in time (and when I wanted to use it up I noticed a red repair bar ... looks like a perk that works only once every couple of matches needs a built-in counter to itself, no idea how such garbage made it beyond the rough idea stage.)

‹ 1 2 3 … 8