Best Of
Re: Why does Freddy have such a high kill rate?
My Theory is that they just have lower pick rates so the people that do play him are really good players combined with newer players not understanding powers as most killers on deadliest killer list have more complex powers.
Everyone that is on the most recent deadliest killer lists don't show up on most picked killers killers. (bar two who tied for 4th deadliest, blight at 8th picked and Ghoul in 1st picked, would also include them in only two not having a more complex power on the deadliest killer list)
Re: 9.4.0 | Stranger Things Chapter 2
You're 100% right, and this is part of a general trend of people describing things wrong in ways that make them less favorable to their side
A 40 second chase becomes 20 seconds when described by killer and 60 seconds when described by a survivor - this then becomes "i had a couple 20 second chases and 2 gens already popped, nerf gen speeds" for killers and "i had a full minute long chase and nobody popped any gens, why are my teammates useless" for survivors
2 flashlight saves that happen by coincidental proximity and a sabotage that delays a hook becomes "1 flashy save and a sabotage that didn't even do anything" when described by a survivor, or "an entire bully squad going out of their way to be as toxic as possible for the whole match" when described by killer
tbf I don't think people are intentionally lying about it, I just think maybe there's a subconscious bias towards building a negative narrative that skews how people perceive the events in the game
Re: Why are we not doing anything about these Gens Speeds?
Chicken and Egg. Both issues cause and are caused by each other.
Re: new stats from brazilian dbd account (translated from u/bonelees_dip on reddit)
most killers are casuals, and yet still winning xd
azaxydbd
Re: This game is flawed
It is more difficult to spread hooks, but certainly not impossible.
Players will always choose the path of least resistance, and the Devs need to account for that. If you gave Survivors old BNPs, of course, we'd see BNPs every single game. Why? Because it makes the game easier for them.
No difference for tunneling. Tunneling is always the optimal play, unless there's a massive skill gap, but that's more of a matchmaking issue, imo.
It takes vastly more skill to "prevent" (I don't necessarily think you are supposed to be able to stop a tunnel out, merely delay it so your team escapes) than it does to successfully execute. You have to rely on RNG, your own skill and the skill of your teammates, which as I'm sure we all know, varies wildly.
To your point, I agree, I think. There is no reason, for someone who wants to win, to not tunnel immediately. It may impact your "skill" as a player, handicapping you in some areas, but if you win 90% of your matches, why would you care?
That's my issue with it as well. It's easy, it's effective and it's very difficult to counter. BHVR refuses to do anything to change this reality, and I ultimately can't really blame the player (unless they are doing it because it gets reactions or people upset or something, then I can) for wanting to win.
I think the anti-tunnel PTB had the right idea, it just needed a bigger reward and slightly more forgiving system, you shouldn't have been penalized as hard for killing before 6 hook stages, I'd say 5 or even 4 would be more appropriate. Still, give us a tradeoff. You can still tunnel, but it's more difficult and you're giving up a great reward for doing it.
Ultimately, my fear is that there will never be anything even remotely as good as killing someone off ASAP. Even Old Eruption, CoB, Overcharge and PR wouldn't be close to the amount of slowdown you get from knocking someone out. Taking that tool away from some people greatly upsets them, but I'd still like to try another version of that PTB (with better rewards/less strict) and see.
Killers seem to be doing very well across the board, so I think we can play around with some stuff before we need to worry about them as a whole.
Pulsar
Re: this games netcode is killer sided
They know its an issue but they don't care about fixing it because the game is doing 'fine.'
All that would be required is showing killer ping in the pre game lobby so players have a choice to dodge or not.
Re: comms and ranked system for balancing
I'm still not sure what this is relevant too, or why my specific viewpoint on the matter is needed. I'm not the authority. Ask a dev if you want a definitive answer. Hatch escapes show as escapes on the scoreboard and the stats; abandons show as deaths yet throw out the match on the tracker. Nullifying a whole match that you died in is obviously not accurate. People can comeback with whatever they want but you can't even see the difference between hatch and gates on the page. If they separated gates and hatch into two groups, might be a different argument. Would also probably change if MMR became visible and you showed an inflated escape rate and a low MMR score, because it'd be obvious you're hatch-smurfing against baby killers, which would make basically no one take your views seriously. But those things being visible aren't likely to happen. Currently you'd have to advertise your hatch ratting for people to even know.
Re: Are Killers quitting the game??
Wouldnt be surprsied tbh, killer is being made a less attractive role to play from patch to patch
Re: Who wants Dead by Daylight to have a flooded map like this?
dawg even the forums gonna be flooded at this rate