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Top 1% Survivors Escape Rate

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Comments

  • notstarboard
    notstarboard Member Posts: 3,903

    What makes you say that? SWF's ceiling is obviously much higher in theory, but there are a few downsides that help cancel out the information they can share:

    • SWFs often have a greater disparity in skill than solo players. Given the massive advantage the killer gets from removing a survivor from the game early, SWFs will sometimes torpedo themselves by pitting one or more particularly weak survivors against competent killers.
    • SWFs are often over-altruistic. They tend to attempt more flashlight and pallet saves, for example, which smart killers can anticipate and use as a chance to start snowballing. SWFs will also often go for foolish saves during the EGC against NOED, in the basement against Bubba, etc. which can just feed the killer pressure and kills.
    • Killers who suspect they're playing against SWF can manipulate their information sharing to gain pressure. For example, stealth killers might beeline away from the hook until they break line of sight, then loop back to down the survivor coming in for the save.

    Then there's the simple fact that not all SWFs are sweating and sharing information. A few of my friends specifically don't want to communicate about the game when we're in a party to keep the immersion up, so we just talk about other things. I certainly do talk about the game with other friends, but we definitely suffer from bullets one and two.

  • Zagrid
    Zagrid Member, Alpha Surveyor Posts: 1,000

    Making up which part? The part with them balancing for the top 1% of killers.

    I have an excellent source for that, just watch Almo, the game designer. He streams and said the reason they are looking to nerf Freddy is that the top 1% of Freddy players are "overperforming"

    However, he neglected to say whether or not those games were against the top 1% of survivors. My guess is that they aren't because of how poorly ranks and matchmaking are. There might be like 7 Freddy games like that. And even then we have no idea what the RNG of those games was like. Or the map, or the perks, or whether or not the players were actually playing seriously.

    That's, why I say balancing anything in this game based on the data they pull from the game, is nothing more or less than a complete joke.

  • Slashstreetboy
    Slashstreetboy Member Posts: 1,811

    I´d also be curious as to how often the top 1% of Survivors escape vs Wraith, Trapper, Myers etc and if that is also considered in the balance decisions.

  • Killing_Time
    Killing_Time Member Posts: 894

    This is exactly my argument. The best of the best killers are "overperforming" but AGAINST WHO? Again, I'm a former R1 playing as a R14 that normally plays against purples and reds. None of these players have escaped my Hag... None. I'm not even an amazing player, but the quality of these players are undoubtedly bad.


    I'm overperforming against players that don't belong at their ranks... That's The point. We need true skill based matchmaking to determine who is actually overperforming. The 2 kill 2 escape design is also flawed because no matter what, the best of the best stomp. The are trapper mains that make him overperform.

  • stvnhthr
    stvnhthr Member Posts: 777

    Playing SWF should take the place of one perk slot. I think that is doable and would even things out some.