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There should be an option to play vs solo survivors only as a killer
Comments
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alright just keep losing till you're no longer at high MMR
tourney players are 1%
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You do know there is many SWF squads that don't go to tourney, that are in top 5% or top 10%, that are as hard as tourney players to beat.
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yes and i can guarantee you will not be facing them every game and even if you did
alright just keep losing till you're no longer at high MMR
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Yeah losing 15+ matches just to drop mmr seems like a fun way to do with your free time, just because Devs can't
A) Balance the game
B) Give us option to choose whether or not we want to face High MMR players ( for both survivors and killers )
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your options is stay at a MMR you dont enjoy or lax a bit and lose some games
A) asymmetrical game
B) the whole point of the MMR system is so you face players around your level, why would they allow you to crap on newbies?
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You realize that if people had the option not to face high MMR players, a ton of survivors would block you, right? And the only ones who wouldn't are the loaded 4stacks that feel equipped to handle you?
The imminent self-destruct in such a system is this: Even for the players who were neutral about the whole thing and didn't check any boxes, the increased volume of sweaty games that would be dumped onto them in lieu of all the other players who opted out and aren't getting those matches (and subsequently, weaker killers getting funneled towards those players to fill an exclusive demand means nobody else is seeing them) will force them to turn off the option too.
Your killer MMR must be high if you're frequently getting god squads. The survivors you end up roflstomping don't particularly want you as a killer, because again, people typically prefer easy opponents to strong ones and they definitely prefer easygoing killers to sweaty ones.
It seems like you're dominating some games and losing others, and... that seems like it's how it should be? While MMR has a lot of issues and I wouldn't be surprised if it keeps catapulting you between strong and weak teams through overswung win/loss adjustment, it's also quite possible that you're not necessarily getting noob teams, you're just successfully ferreting out a weak link early and the whole team falls because of it. And if you tunnel a lot, altruism is going to net you 4ks on otherwise skilled teams just because some SWFs won't let their teammates go quietly.
The only time it'd be fair to ask the game for numerically easier opponents is if those opponents also asked the game for harder competition. Otherwise, you're asking the game to throw people under the bus for your benefit.
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Only of you let them run 8 perks
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I suppose you are right which leads us to a deeper problem:
A) Getting high mmr with a survivor feels like a reward
B) Getting high mmr with a killer feels like punishment
That is all because game is so survivor favored in high mmr, it is unplayable most of the time. If they nerf survivors and buff killers, solo quee and low mmr will struggle even more ( and they are already weak ).
So what is the solution then ?
The post does look im the only killer having this issue, but i am certainly not. Others pretty much just accepted the fact that they are going to lose most matches. I recently saw a twitch streamer who had 15k hours on killers all together having only 1 hook 4 matches in a row.
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So what is the solution then ?
Better sanity checks. They need to get better about preventing various aspects of the game from being so exploitable by people with the game knowledge to do so. The lack of checks and balances for extremes is a major part of why the game shifts so out of control. They're just absolutely terrible at playtesting the extreme cases in their own game, and by the time the community does it for them, it's too late to fix.
Clarification edit: This isn't even specifically about survivors being OP or anything like that, the same applies to many killer addons and power/perk synergies as well. The unfortunate thing is that the OP things on both sides create an actual arms race regarding maximizing your advantage while diminishing your opponent's agency, which is terrible balance design.
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That's a tough question. The game is absolutely survivor favored when you look at the skill cap, but balancing to make things less exploitable at the top borks average gameplay because the vast majority of survivors aren't nearly that efficient at running tiles and they'd drop like flies in maps designed to be fair to a non-Nurse killer vs a tournament squad.
Ironically, mechanics like entity blockers and Bloodlust are probably the best bet in order to put a soft cap on how much time any given survivor is able to waste before they go down (not that Bloodlust itself actually serves this function outside of pure window loops, because part of the issue with optimal survivor play is that most maps have enough loopable pallets to cover 5 gens and then some, so survivors can just chain safe pallets for most of the match.) Ideally, multi-minute chases should be huge outliers, but get a map like Badham, Suffo Pit, the Game, or Cowshed and there's jack all the killer can do to avoid that before they've forced enough pallets.
Aside from time-related buffs/debuffs, they could also look into balancing the game based on MMR (or even the presence of SWF) by adjusting gen times. It might help with the inverse case, too, because very low MMR is killer-sided. But I could see a lot of things going wrong with that approach.
I don't really have a good answer here. It's been a problem since this game's inception, or at least when people first started getting good.
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For every game you link like that I can link 100s of games were a team falls apart over 1 persons bad/selfish mistake.
I play mostly killer but I do dabble in survivor and let me tell you that pendulum swings both ways. Why do you think base bt was added? Hint it wasn't for swf. Also the basekit unbreakable won't be for swf. It breaks down to relying on people to care and sadly most don't. Its like ruin after the 1st change honestly it was weak. But people choose to walk away from their gen to save. So it got work done but if you parked you happy rear end on the gen they got 0 value from it. Idk why they don't just add base coms for survivor and balance around it. If you don't want to talk you mute its that easy.
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So let me get this straight, you aim for the 4k by any means and sweat your ass off, and throw a fit whenever you don't win?
Talking about entitlement this thread is a really good example. "I want my easy wins against inherently disadvantaged players because when I go against something even remotely coordinated I realize that even my stacked slowdowns and sweaty builds can't completely compensate a possible lack of skill, I don't win, and this is unacceptable bhvr" 😭😭
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You got it all wrong tbh
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You know that this is a tournament gameplay where rules are totally different to what normal gameplay looks like?
And btw Ghostie is one of the mediocre or weaker killers, so wins don't come that easily, but you can still win vs swf if you do it right.
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Exactly what I wanted to say.
Me and my friends don't use clock callouts but a similar system. We just say the center of the map is where the pov is and then we call "right/left of shack/main" or other landmarks.
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People like OP should be banned from soloQ. Also SWF should get a warning that sweaty tryharding camping tunneling killer is in their lobby so that they can prepare their BNP's with syringes. Killers already have 61% in highest matchmaking elo (5% of best players). Facing such a sweaty tryhard should give a warning so that survivors actually get a chance to play the game for a change.
If we even accept such an unfair "strategies", there should be indication of it so that proper countermeasures can be taken. 39% escape rate is already low and considering all the recent silent nerfs survivors get all the time, this would be at least something to offset it.
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Because they aren't fun. Slugging is not fun
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Yes, because you don't want to deal with 2x boons, 4x dh's, 4x ds, 4x unbreakable 2x prove thyself and medkits/toolboxes with iridescent addons.
They said they nerfed DH, but everyone are using it in high mmr, because it is still a free healthstae 90% of the time, not to mention that majority running auto-activate dh that actives on m1 attack.
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Then like, don't be high mmr if ur gonna complain? Lol
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Sometimes i get 12 hooks ( and this is usually against lower mmr ), but most of the time it's impossible to go for 12 hooks, at least if you want to win.
Camping and tunneling are the tactis that might or might not benefit you.
A) You can face camp at 5 gens and other survivors can completely ignore your camping, 4 gens will be done by the time that person is dead = gg you lost the game
It comes with experience to know when and who to camp and on what hook ( is it near the gen, far away from any gen ) and so on.
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