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TO ALL THE SURVIVORS THAT SAID 6.1 KILLED THE GAME

It definitely seems like you all overreacted. You know what is actually killing the game? 1/4 teammates completely sandbagging *every time*. The game should be balanced around all 4 survivors playing together but since most solo queue teammates either DC, die on first hook, or just troll the the entire game killer feels "OP"

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Comments

  • AJStyIez
    AJStyIez Member Posts: 419

    Don't get me wrong, SoloQ and even SWF can definitely be cringe but people make it seem as if they also don't get gifted countless free wins and easy matches as well. The true difficulty is trying to coexist with teammates that will willingly sandbag you for the pettiest reasons and trying to compensate for weak links that just cannot last long on their own while also focusing on gens...They try to make it seem like the difficulty is interacting with the Killer themselves when we all know its nowhere close to impossible to deal with 99% of the roster. 6.1 didn't change SoloQ for the worse, it was already in a bad spot and Killers finally got shown some basic love that they've been asking for for years

    People just try to gaslight other players into conceding that the entire game is "clearly Killer sided" while disregarding the fact that the bulk of their losses and frustrating matches come from their teammates being boosted buttcheeks

  • Sava18
    Sava18 Member Posts: 2,439

    Killer has 100% past 6pm on na most of the time lol. If unbreakable patch goes through it will inflate survivor's without actual skill input.

  • Tsulan
    Tsulan Member Posts: 15,095
  • KerJuice
    KerJuice Member Posts: 1,919

    This. Even though a lot of us weren’t fans to most of the changes (personally I could care less about DH & DS cause I rarely used them as survivor & tried my best to play around them whenever I played killer), we’re resilient and could adapt. It’s the entitled ######### who couldn’t/can’t adapt to 6.1, in combination of the ######### MMR having such a wide range (it seems) that ruined the game.

  • IamFran
    IamFran Member Posts: 1,616
    edited October 2022

    I'm having more fun than ever when playing survivor, the basekit borrowed time help a lot against tunnelers and the BP bonus on survivor side is not constant as you say, at least in Europe, from 7:30 pm to 10:00 pm the bonus is 100% in the killer side and after that, from 10:00 pm to 1:00 am there are no bonus for either side, after that the bonus for survivors starts, and remember, for starting a match 4 survivors are needed and only one killer, 4 times more players, it's logical that the survivor bonus lasts longer.

  • duygu
    duygu Member Posts: 333

    i think survivor is a lot better than before with reassurance and base BT being added. i generally enjoy the gameplay of solo survivor. in fact sometimes it is even more enjoyable than playing killer, but really this is a back and forth between facing a loaded killer vs a loaded swf on something like RPD.

  • Killing_Time
    Killing_Time Member Posts: 894

    Didn't change anything for me. I always tunnel out whoever I don't like the most at the match screen. I definitely go for the toolbox or flashlight guy first.

  • rinnai
    rinnai Member Posts: 50

    I just want to know what the average game times from each patch

  • Mat_Sella
    Mat_Sella Member Posts: 3,557

    Whiny entitled survivors who have never played a killer match in their life will always bring the game down.

  • StarLost
    StarLost Member Posts: 8,077

    Or, you know, this game might just have peaked?

    It's still very healthy numbers wise, despite it's age.

  • Dustin
    Dustin Member Posts: 2,321

    The battlepass is the only thing that kills the game because progressively more and more people are just fine with throwing the game to complete their challenges because you are locked into doing ONLY ONE ARBITRARY THING per game for the battlepass and people want their items.

  • StarLost
    StarLost Member Posts: 8,077

    It's almost impossible to fix, as there are 2 matchups here - SWF versus killer and Solo queue versus killer. The game now feels balanced around SWF, where before it felt balanced around solos. Trying to balance for both is very, very difficult, and I'm not sure that status icons will make things that much better.

    There's a psychological component here too, where I think survivors got a bit complacent on being able to completely pants some killers who they now struggle against.

    Halloween usually sees a nice uptick, as does Christmas, so we'll see what happens there.

  • StarLost
    StarLost Member Posts: 8,077

    Shrug. Attack on Titan worked out okay, and it's not that far from something like Oni or Huntress, if you think about it.

    The only killer that feels really out of place imho is Trickster.

    As for 6.1.0, I think that was mostly aimed at game health, which is more retention focused than attraction focused. Keep in mind - this game is now pretty elderly.

  • TotemSeeker91
    TotemSeeker91 Member Posts: 2,358

    Ah yes, I'm definitely not trying to get a sabo daily done, noooooooo, that can't be it at all

  • RaSavage42
    RaSavage42 Member Posts: 5,564

    I mean players of the game said that

    and that this point are they wrong?

  • Xernoton
    Xernoton Member Posts: 5,882

    6.1.0 was a long overdue patch. It didn't fix the core problems but it helped. Survivors were wating 10+ minutes for a match before because no one even dared to play killer. That shows exactly how fun the game was before. Survivors were having a good time casually destroying killers with their fun and very varied builds. Who didn't love the 70% pick rate on DH for example? Or loading into a match knowing that you lost right there and then because you got a bad map and a bad spawn? Killers got some slight buffs. It's not something insane.

    The problem is however that SoloQ is worse than ever because of people dcing or killing themselves. Don't blame that on a patch that had very little impact on that. The reason these people give up is they want to dominate and bully the killer. Even before 6.1.0 you would see people dc as soon as they realized that their idea of a fun match in which they could ruin someone else's experience without any trouble at all was not going to happen.

    6.1.0 was not perfect. It buffed some killers more than others. Some killers are now even less fun to go against, I know. But it also helped weaker killers a bit. Personally I would have preferred to see some more SoloQ buffs before the killer buffs. But let's not forget that 6.1.0 did not just buff killers. It also introduced base kit BT which is a huge deal. It nerfed Ruin, Pop and some other gen regression perks that survivors did not like and it even made some perks that no one was ever using viable and strong on both sides.

  • Nihlus
    Nihlus Member Posts: 301

    "It was a massive success. Most killers got exactly what they'd been asking for throughout the years. 1 patch drops and suddenly survivors have zero fun, even though they had plenty of fun before? Okay. If that's all it takes for them to leave, they can go. The killers will adapt and have fun. The low motivation of most survivors is the game's fault, and it certainly is 6.1.0's fault. This entitled/lazy survivor mentality that a game should be fun has been going on for years. They want to not be camped and tunneled, and when that happens every game they rage quit.

    I hope BHVR continues with patches like that, so that the only the biggest masochists that love to be camped, tunneled and just die constantly will leave us killers in peace so we never have to try again. I also want to see the reactions to any potential killer buffs, since rational people usually lose their minds over that stuff, because they haven't been needed in a long time. Seems like every patch drop it's, "The worst patch that's ever happened!" Why are people upset just because it's true?"

    Fixed that for you. This is pretty much the general mentality of people on this forum and why nothing on here should ever be taken seriously. It never changes. Kill rates are over 60% and that's still not good enough. No. No one on here will be happy until survivors just spawn directly on the hooks. Change the name from survivor to Victim and make it clear that this is the intent. Victims exist to be tortured for the killer's amusement. Nothing more.

  • RoastedGarlic
    RoastedGarlic Member Posts: 592

    it's not even just people dcing or killing themselves, its also sandbagging team mates and the Sole Survivor/ Left Behind/ Wake up survivors that are also a problem. Selfish survivors is a bigger problem than the hook suicides/dcers which has gone down dramatically of late.

    Yesterday I didn't have anyone dc on my team or hook suicide. But in 1 in every 2 games there was that sole survivor who would do anything they could to get their team killed so they could escape on their own.

    Now survivors can't really be toxic to the killer so instead they've completely turned around and started being toxic to their own team. For instance you can be on a gen repairing it and they will walk up and instead of helping, just spam crouch spin around then they will get on the gen blow it up on purpose(you know it is on purpose when it happens twice in a row almost instantly) and run away.

  • sulaiman
    sulaiman Member Posts: 3,219

    Well, that depends on opinion. I for one played both sides before, but was a solo survivor main. Now, i find solo play is unbearable. Yes, mostly because of the teammates, but you cant choose teammates in solo queue, mmr does that for you. so, if you want to balance the game for swf, then solo simply dies.

    However, since i played both sides anyway, i just switched to killer most of the time. And i get a 4k more often than not, even though i wasnt a very good killer before. (my 2 main killers are hag and dredge, but i play meyers, doctor, huntress, trickster, wraith, bubba and trapper as well. thats mostly why i am not very good with any expect my 2 mains).

    The thing is, stomping solo survivors really isnt as thrilling, and gets old very fast. Meaning, i play a lot less dbd overall, because solo is unbearable and killer way too easy. If people playing the game less than before is a massive success, then yeah, i am a part of that.

  • kizuati
    kizuati Member Posts: 1,386

    It's actually very possible to fix by signifcantly buffing solo queue.

  • kizuati
    kizuati Member Posts: 1,386

    This. People blamed their losses on comp 4-mans too much when they often got ######### on by solos because they played bad. Now you only get beaten by those or if you just make 400 mistakes.

  • kizuati
    kizuati Member Posts: 1,386

    This is very true. The current killer meta is really bad for Solos and tolerable for SWF.

  • StarLost
    StarLost Member Posts: 8,077

    How do you buff solo queue in a way that:

    • Won't also be a buff for SWF
    • Won't require abilities and perks to work differently in solo versus SWF (which the devs have emphatically said they will never do)

    ?

  • kizuati
    kizuati Member Posts: 1,386

    Yeah I got a lot of cheaters lately too..very discouraging.

  • kizuati
    kizuati Member Posts: 1,386
    edited October 2022

    God even it buffed SWF a tiny bit that doesnt matter since the two will be closer and balanced around. Stop trying to advocate against solo queue buffs I swear to god.

  • Superbeasto1974
    Superbeasto1974 Member Posts: 141

    I mean, if you're gonna act like a victim, might as well call yourself one. 🤷‍♂️

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    I don't know if you've noticed, but this game has a long history of stats being unreliable, just because of how it's collected. This is the only game where I immediately scoff at stats. I stopped listening to Scott quite a while ago because he's wrong more often than not, and the reason he's not wrong all the time is because he flip-flops, on MMR, on hooks vs kills, etc. Y'all need to start thinking for yourselves, have self-awareness, and speak from experience. That's how I come to my conclusions. The dip in player count is taken absolutely out of context. Even if it isn't just your regular old dip and rise of the player count, and it actually is people disgruntled with the direction of the game, I'd consider that a positive since the direction of the game is better than it was before. We've weeded out people who are fed up because the game wasn't tailored to be super easy for them. The fact that we have people saying that the game is unplayably killer sided because of the slight meta shift for both sides, barely noticeable attack recovery and kicking speeds, and at least some straight-up regression for kicking a gen, shows to me that they either aren't thinking for themselves or they're survivor biased, because this was just a drop in the bucket for where killers should be at this point. Survivors got buffed too, and by this community's standards, that's a success.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    It's true. Survivors see 1 decent patch for killer, and they're out. Nobody's asking for killers to be unbeatable.

    Learn to bait better, and also to come up with original thoughts instead of changing out a few words in someone else's paragraph.

  • danielmaster87
    danielmaster87 Member Posts: 9,659

    It's false equivalency that people are getting from this. The game isn't unbearable for solo because of the killer buffs; it's unbearable because of the teammates. They're either bad or they give up, 9/10 times. But against efficient solos or a SWF it's just as hard for killer as before. That's what might be the cause of the player count being: god-awful teammates as survivor, nothing but sweats and noobs as killer. There's almost never an even match.

  • kizuati
    kizuati Member Posts: 1,386

    You know why so many people are out? Because solo queue already was the weakest role,always has been. Remind me of the last time solo queue got buffs,again? It's been a miserable experience for a while.

  • RoastedGarlic
    RoastedGarlic Member Posts: 592

    simple you dont give a crap about swf because in reality they're not much better than soloq right now. Pretend swf doesn't exist and balance the game. If you're going against swfs right now and still struggling you're doing something wrong.

  • Rudjohns
    Rudjohns Member Posts: 2,204

    6.1 was a failure because it promised to address tunneling and camping however it made both even stronger

  • Sava18
    Sava18 Member Posts: 2,439

    Yeah, people may go against 4 man swfs try harding. But in my 9 months of being a blight main with on and off breaks from the game I have gone against 3 comp teams to my memory. And I gotta say they are the most boring salty players ever. Killers most definitely over exaggerate the teams and players they go against at times.

  • Seraphor
    Seraphor Member Posts: 9,429
    1. You provide information that is superfluous to voice comms. This could be showing each survivors perk loadouts in the loading screen or just in game info after the game has loaded. Or it could be action icons next to portraits showing what other survivors are doing at any given time. Or it could even go as far as something like basekit Kindred, maybe not exactly basekit Kindred, perhaps something more like 'Killer Instinct' but for other survivors. SWF can't be buffed by these things, because it's information a SWF will already know.
    2. Put thought into perk design and perk buffs/nerfs. For example, Eruption was buffed and is now a meta perk. Eruption disproportionately punishes solo survivors, because they can't get a warning 2 seconds before a survivor get's downed on the opposite side of that map. Pentimento is also more effective against solo survivors than SWF because as a solo survivor you can't keep track of which totems have been cleansed by yourself. I mentioned killer park meta on the first page, why this is an issue and how it can be fixed. Meanwhile Selfcare was nerfed, it was nerfed because it was used a lot, but it was used a lot by solo survivors as a crutch perk, which helped survivors in the lower MMR brackets (because they're solo) climb out of them. Old Selfcare wasn't meta, because a SWF can coordinate heals much more effectively without it or using other healing perks. All of this can be designed in a way that benefits solo survivors more while SWF aren't impacted.
  • StarLost
    StarLost Member Posts: 8,077

    That's not what the numbers say. SWF had...what was it? 15% higher rates of escape?

    BHVR wanted higher kill rates. Buff SWF again, kill rates go down and we're right back here in 6 months.

    Voicecoms aren't telepathy.

    I'm all for status icons, but anything beyond that is going to be a buff to SWF, particularly what seems to be the most popular request - baseline Kindred.

    As for perk design, that's a sword that cuts both ways. PTS, for instance, isn't that bad when it's in a random group. With SWFs, stacking perks, items and map offerings, the gens fly.

  • Seraphor
    Seraphor Member Posts: 9,429
    edited October 2022

    People need to stop parroting this "61% kill rate". It's meaningless numbers, it's simply bad statistics to try and glean anything out of that number. It is an average among all killers, across all MMR brackets, it's meaningless, and everyone who tries to use that "61% kill rate" argument looks stupid.

    For example, the lowest MMR bracket, the newbies and the worst players, is always going to be very killer sided. This is due to the shear immutable fact that survivors reap the benefits of experience more than killers. Newbie killers can just walk in a straight line up to a newbie survivor and down them, but a survivor has to know how to loop, know how to time pallets, etc. No amount of 'balancing' will ever make the lowest MMR bracket any less killer sided. So we accept that the 'lowest 7%' is going to be something like a 90% kill rate. Hold that thought.

    Next, where do you balance the game? Do you balance around the top skill levels? or the Middle?

    If you balance so the middle range is roughly 50%, then the highest levels will inevitably be around 30-40%, because the highest MMR brackets are saturated with SWF.

    So let's assume that the highest 7% of players are predominantly SWFs who experience a 30% kill rate, the lowest 7% has a 90% kill rate. If you extrapolate that trend and make a straight gradient of kill rates across all skill brackets, starting at 90% and ending at 30% If you add that all together and average, you get a global kill rate of about 58%.

    So let's say our magical number is "a 58% kill rate". That sounds killer sided. But the reality is that even with a 58% global kill rate, the top 35% of players are experiencing a survivor sided state of the game with a kill rate of <50%, as low as 30% at the very top.

    Not least, a 61% kill rate applied to any single game, is still representative of a 2K, you can't have a 2.2k game.

    Furthermore, the state of the game is just not great, and not conductive to producing a meaningful kill rate. Killers are tunnelling and camping more, inflating kill rates. Survivors are giving up on hook more, inflating kill rates. The kill rates aren't indicative of how strong or weak killers or survivors are, they're merely an indication of how often survivors are being, or allowing themselves to be, killed.

    Just as survivor MMR being based purely on escapes is a poor judge of skill, so too is this 61% kill rate a poor judge of the state of the game.