Survivor state
The survivor state right now is a souless,unfulfiling,not fun and tedious affair.
And it's partly developers fault and the killer community.
The developers wanted strong killers and as unique as possible so they turned to the killer community,who more than gladly made the worst killers to play against/be chased by,such as :Demorgorgon,Wesker,Dredge,Artist whom you praise as beign good designed.
Well they're not,they're very much anti looping,and forcing the W meta to be put in use,and eventually the Bloodlust mechanics to set in,or in other words just a more fancy version of Legion from 2018.
And those survivors that stuck around and have knoweldge of this,form the SEAL SWF groups that terrorise the killers,by genrushing and picking the worst map offerings known to mankind..
There are no playstyle in the game anymore,no more chaser/flashlight/juker or healer/rescuer players...only gen jockeys who hope to waste the killer's time as much as possible when beign chased.
I have not in my entire DBD career,since Clown's release,felt more frustration losing as a survivor and absolutely no happiness when winning/escaping,
Sadly the only joy I get from the survivor gameplay is when I use the bad perks they make you do for the challenges,and go out of my way to make them happen.
And by joy I don't mean excitement that I'd get is from dropping a pallet in a nail bitting moment.
I mean as in fulfilment that I completed the challenge,probably a kin to what Dark Souls players feel.
Something has to change,and the developers would most likely be forced to make a difficult choice of either reworking a large amount of the killer's cast and add new gameplay elements as to not dissaponing the Camp---hookers community..
Or reinforce the survivor nerfs that's been happening in the recent years,as to accomodate new survivors to the playstyle,and milk as much as possible from them and hope new surivors replace the old one.
Comments
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I agree with you here.
Devs wanted boost kill rates. And they did. It almost imposible to even power gates lately. Killer dream is real now.
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Its not true, the kill rate is nowhere near 100
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We need to nerf survivors more then. Let's nerf Self-Care once again 😌
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Oh god,that's as cruel as making fun of someone with a disability...please never again..
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Please give examples of killers you find fun to face.
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Yeah, i only play survivor to complete the rift faster and once I'm done, i don't touch them again until the next rift.
I swap roles each match and right now I'm having way more fun as killer. And personally I'm encountering a lot more toxic killers than survivors (hitting ppl on hook, refusing to hook 4 ppl on the ground and mocking on chat).
Also as survivor i have to fight against the killer, my teammates and my own stupidity 🤣 jokes aside, survivor to me right now is like my filler matches between the killer ones.
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It's not only the killers beign OP lately or beign unfun.
It's a multitude of issues:
-Perks beign weak/not making a big difference as to enable playstyles
-No new gameplay mechanics...we still do generators 7 years later,even TCM and F13 had better and more interactive objectives.
-No new items,actually the works/nerfs unarguably made the items much worse,with only the flashlight beign better since the pickup animation buff in 2018 that made the flashlight near obsolete.
-Saboteur/Sabotage mechanic has been Thanos snapped,I know Trapper's a weak killer,as weak as killers get,but his traps beign immune to sabotage just made the perk,toolboxes and add-ons less appealing.
-Medkits.. the only item that were somewhat untouchable...the only item that was sacred and immune to the corruption as they only allowed 1-2 Self Care usage,have been nerfed..
Honestly the Medkit nefs felt like such a kick in between the legs,it felt like Developers were just listening,ignoring Survivors,to killers....as if they were under the killer's boot,listening to their every whim.
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Wraith,Billy,Huntress 50/50 depending the map,Oni,Myers,Bubba,Freddy,Trapper,Pig,Spirit,Legion/Plague as long as they don't use the broken builds,Nemesis.
Maybe SM if she doesn't 3 gen...
These can vary,but in general even against the sweatiest killers these 4 will always be ok to play against
Wraith,Trapper,Billy and Oni.
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While I agree that survivor is definitely unfulfilling right now, I find it to be more a lack of content than game balance. Survivors pretty strong right now. Gen regression and stall overall received a heavy nerf, with the best regression perk in the game discouraging tunneling. Meaning any progress you gain is likely to stay.
Last we saw, the killrates were pretty good across the board. And those are from the gen kick meta, notorious for literally preventing any form of progression. Now that most regression is gone, I'd imagine they've gone up even if minimally.
But yeah you are right about recent killer releases. SM and knight are both 3genning anti loop garbage, boring to play as and against. Its not even like you have to time their anti loop, like a huntress hatchet etc. Just click button and W away. Honestly the killer community hates this too, W gaming is uninteractive and boring. makes the game a walking simulator. Disagree on wesker and demo though; they actually are well designed. Their anti loop can be dodged easily considering its a straight line. And because of that same fact its actually more effective against shift+w than most loops. Weskers power is usable mostly on longer loops or car loops and such. If you run him on a really tight loop then hes powerless to stop you, an M1 killer. Same with demo but even more.
Wesker is rewarded for landing his power successfully with some meaningful slowdown. Demo doesnt have that, instead opting for map traversal removable at any time by survivors making for some decent minimal slowdown. But dredge and artist? Yeah they suck. Just click button-->hold w. If artists birds didnt have their up close injury shed be fine, and idk why dredge remnant is even a thing. Just remove the locks on lockers then also remove the remnant, everyone benefits or smth idk. the devs need to stop making that kind of killer and make more weskers.
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I play solo q survivor so I understand the frustration. But I also play killer, so I also understand why killer needs to be buffed enough to keep up with coordinated SWF.
It still feels like SWF is the only way to consistently have fun in this game because of how broken it is. If you have a team of halfway decent loopers and can coordinate gens and hook saves, it’s mathematically impossible to lose. And this is with killer in its current state. Nerf killers anymore they’re just going to give up altogether. Going against solo q remains fine - sometimes it’s an easy match and sometimes it’s a struggle - but at least it usually feels competitive. That’s almost never the case when I face SWF teams.
The ultimate balance problem remains SWF and BHVR has refused to touch it for as long as it has existed. Rather than nerf SWF (which is entirely possible), killers get buffed which makes solo q experience worse, then kill rates get too high, survivors complain, killer gets nerfed, and the cycle continues. Everyone wonders why balance is so bad while the glaring root cause never gets touched. Start putting a handicap on 3-4 man SWF teams to compensate for their inherent advantage and then killers don’t need as many buffs to keep up.
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nah the med kits got nerfed bc they were kinda op. It was more than 1-2 self cares, it was healing at the same speed as a team heal 1-2 times. If you brought a yellow med kit with gel and gauze you could get a clean 3 heals out of one med kit. It was too strong because it made getting an injury near obsolete. Altruistic healing was just objectively worse, not only because you could just heal yourself. The time to find somebody and have them heal you made it so you spent plenty of time injured and vulnerable. Either go find someone to heal you (spend time off gens for more safety) or risk going down quickly for gen progress. It was an important gameplay decision that impacted the flow of the game depending on your choice. But old med kits could deny the need for the choice. Your teammate stayed on a gen, you didnt need to spend time finding someone, and you could start healing right as the killer left. 1-3 times with a yellow med kit, 1 yellow addon and a green. Just provided too much value.
So it got nerfed. The 8 seconds added are there to compensate for the time spent to find somebody to heal you, and the efficiency debuff is there so you cant stack charges and get as many heals as before. Now, you can get 1-2 heals 24s each out of a brown med kit with an iri and a brown addon. idk how I feel about gel dressings being an iri, but as long as its higher than green im alright with it.
impacted soloQ fr tho. Self healing was kinda necessary if you wanted a chance in the current dbd climate. Braindead teammates cant hold a chase and wont heal you so you gotta do both yourself. But they nerfed your ability to do that, making soloQ harder while leaving swf mostly untouched. Actually, thanks to the CoH rework swf got a megabuff and soloQ got an ubernerf. Med kits are still viable though, as are every item but keys. Flashies can still buy you extra time in chase when used well, and deny hooks in the right scenario. same with sabo boxes, Toolboxes will always be cracked so no need to explain there lol. good luck in the fog.
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I'm feeling this today. It reminded me of why I avoid playing on weekends. It's Saturday here in Oz and I played solo for a few hours this morning/afternoon, as I'm sick and my mum took the kids for the day, and I don't think I got more than 10k bp in any of my games. It was steamroll after steamroll. Even got a depip in a Sadako Condemned game, as she had Knock-Out and I spent the whole time running round finding and picking up team mates who were dropping like flies. Stopped playing at that point, tried again tonight thinking I'd get a few good hours in. Played 3 games, all meagre bp, and when I got yet another depip on my third game I just shut it down. My first depips in as long as i can remember and both on the same day. Unfulfilled and tedious doesn't begin to cover it.
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I don't know what game you're playing but I certainly want no part in this.
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If I may offer some input, they didn't go to the killer community. Demogorgon is not entirely to strong, I agree wesker is ######### stupid and I wish he was never added to the game, Dredge is one of the most balanced killers, so is Demo. Artist can be oppressive, but ultimately you need some strong killers.
Its a catch 22, killer plays match casually, just vibing doing challenges and trying to pip, runs into sweaty survivors who think they have to sweat 24/7 to have fun, killer gets frustrated, killer sweats, goes to next game, sweats on survivors, survivors get frustrated, they sweat on killers. Its a viscious cycle, and where the game feels stale, and I dont care what anyone says, ultimately two different games modes would benefit the game. Your casual players can do their things, those who want to sweat can do what ever they want. Because you run into the same perk builds all the time, and this is the meta, which for killer is going to always be gen slowdown/regression. And in the state where the gen perks keep getting nerfed, killers are resorting to unfun tactics, playing only certain killers cause they need anti loop to create pressure, and going against the same 5 killers is boring and make the game unenjoyable.
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I agree with you that solo queue survivor is a nightmare for the majority of the time, but hating on Wesker and Demo is kinda wild to me. They're so well designed in my opinion and are probably my top 2 favorite killers to play against because of how many opportunities to mind game are on both sides. I can admit though that Weskers hitboxes on his dash are a little clunky sometimes but I believe that's more ping related than bad hitboxes.
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I think his hitbox during the power is bigger. Maybe they would re-adjust it?
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A few days ago I had the worse day of solo survivor I've ever had. Maybe it was my playstyle being bad as well (probably), but from trolling teammates to killers playing in the most unlikeable ways I lost it.
To me it feels like we are held back by BHVR itself. Not strong enough individually and not co-ordinated enough as a team. That's the most frustrating part imo. Killers don't want us better co-ordinated, but at the same time when they adopt highly effective strategies (gen regression/kicking meta, anti-heal meta tam etc.) they might not always admit it, but the counter to those strategies are good co-ordination. I've even seen some people (I hope they're in the minority) complain about the UI change for survivors. The only thing that has helped with is knowing that perhaps you have to go for the save since the others are doing gens and time your adrenaline. It has not made people know which gens to start on, which perks their team has, which perks the killer has (they cannot communicate), co-ordinate hook saves, ask for protection, ask for heals, which gen has progressed enough but was interrupted and someone else should take over, what to do during face-camping Bubba etc.
The UI is a step in the right direction, but this change hardly does anything for solo survivor, as they still have no way to communicate their intentions to each other, which means solo survivor will be frustrating for a long time to come. Nurse and Blight still remain a problem at all levels and will remain and they are not usually know to play in any way "nice".
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Solo Q is weird right now... yea the HUD update made sense but what else can BHVR do to make Solo just as good as SWF's without making SWF's even better
Killer has had some down times... but hoping that the Killer plays in a way that makes the Survivors happy is just awkward
For me I spend more time playing Killer then Survivor (to which I realize that it isn't what the game wants but... yea)
So how would you feel playing against:
Pig- Oppression, Surveillance, Corrupt and Whispers/ with John's Medical File and Combat Straps... Whom doesn't Camp nor Tunnel
Or a One Blink Nurse
Or a bad Oni
Yes I am talking about myself here
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"There are no playstyle in the game anymore, no more chaser/flashlight/juker or healer/rescuer players...only gen jockeys who hope to waste the killer's time as much as possible when being chased."
You hit the nail on the head with this, and this is the core problem - this is the direct result of people caring too much about "balance" in a game that was fun BECAUSE of all the ridiculous things both sides could do.
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not only is it a direct result of people caring too much about balance, but it's also the lack of innovation from both sides as a whole. individuals who play this game allow themselves to feel limited rather than try to come up with something different.
i see it as like this; you are given all sorts of tools and options as to how you want to play the game. you have map offerings, addons, over 50+ perks for both sides, different ways of interacting with killers and survivors, etc.
there's actually a lot of versatility if you think about it! but for some reason, a lot of people feel as if they have to play a certain way to win or feel satisfied, which makes no sense to me. technically, you dont have to play a certain way worth of anything imho. you can win solely just by being you in a match.
will it be fun for absolutely everybody? not always, there's different mindsets for everything, but it never hurts to shake things up a little!
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We don't currently know the kill rate though, do we?
I also don't believe the kill rate needs to be "near 100" for @MikaelaWantsYourBoon 's comment to be inherently true. The last time we were given data, the kill rate had indeed gone up. Unless a new mechanic was introduced to help Killers sacrifice survivors in EGC, a rising kill rate should directly correlate with less gates being powered.
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I think improving matchmaking is all BHVR could do to help solo queue feel better.
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I've played dbd less and less lately - and when I did I soon remembered why. Last year around this time I easily clocked 60hrs/week as surv (yes, about 99.5% of my free time went to dbd) - now I'm at maybe 5-7hours per week. It does feel stale. And with everything that's added or changed it rather feels like the list of viable options is further reduced.
Now, tbf, I think Wesker is pretty fun to face and I do actually think he's pretty well designed. The other killers you mentioned... well, idk. I have a soft spot for the giant Turkey and the bird lady. Demo I rarely see, and if I do it's with his best addons.
Anyway, the point I actually want to address is this one: "And those survivors that stuck around and have knoweldge of this,form the SEAL SWF groups that terrorise the killers,by genrushing and picking the worst map offerings known to mankind.."
This is, imo, the core of the issue (dev-side things like map design, hook/gen spawn rng and bugs/exploits aside). The game is extremely beginner unfriendly. And especially toward survivor beginners. Ever since the basekit buffs last year, beginner killers do have a way easier time getting a quick start - while survs have it that much harder to get anything resembling a start. The skill curve is more like a massive wall on surv side. Few stick it out, I for sure know that about 90% of the people I played surv with over time and that weren't already heavily invested in the game stopped because the barrage of all the things to know and keep in mind and execute was too much to keep track of and the matches and results way too frustrating to continue (and 90% of the ones already heavily invested stopped because they got bored/frustrated with how copy-paste-y matches are - but that's besides the point here). The ones who do also seem to often have a particular very ambitious, competitive, almost obessive side to their personality; they just can't help but to grit their teeth and tough it out until they firgured out how to come out on top.
This results in two big camps with some vets somewhere in the middle; All the ones who never scaled the wall. The few who did. - And well, some who've played enough to sort of keep up with the ones who scaled the wall (or who've given up and play their own little game among the oens who didn't scale the wall).
But if you have two groups so far apart (and this to a large degree coincides with swf vs soloQ, I would assume. Simply because it's easier to tough the start out in a group) how on earth do you balance anything? If you keep nerfing survivor the one group will be absolutely destroyed. If you buff surv/nerf killer the other group will turn a match in their own playground with the killer being their plaything.
Balancing for "top fifteen percent" or sth of the likes is all good and dandy - but the game still has to be playable (and a game is only actually playable if it's enjoyable) for the remaining 85% of players. Which it isn't in its current state.
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There are problems on both sides. I stopped playing killer months ago due to the stress and frustration i felt. Gen speeds are silly with survivors that know what they are doing and on bigger maps.
Survivor side my biggest issue is the teammates. These past 2 days i've been left to hooks to die while people hide doing nothing. Or people just run out of the exit gates with 0 hooks giving 0 f...s about others. Then there is the Dcs.. people get caught first DC. Peoples map offering was refused.. DC.. its a trapper.. DC ( i'm not kidding ) When its not DC its hook suicide.
5-4 gen tunneling killers are an issue too, but fair killers usually end up losing. So in a way i understand it, but it hate it. Especially when the killer is Blight or Nurse. I've noticed blights tunnel instantly 1 person out.. everytime.
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I've a friend who dropped DBD after 3 games because it "required too much dictionary knowledge."
Three of us in our friend group have over 1k hours, and could coach him through the learning curve, be he couldn't be bothered. It's much more enjoyable for him to win a game on developed skill than just knowing more than his opponents.
This problem only gets worse with each chapter release
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Sadako doesn't have a good anti-loop, which forces killers to rely on her condemned gimmick. That isn't something I see praised by survivors either.
So tell me, what makes a good killer? Other than them being absolutely helpless against survivors.
A killer without a chase power in this game can only work, if they have a way to snowball otherwise. That's not something many players like either.
Post edited by Xernoton on7 -
Most killer designs are just bad, but if you don't like facing wesker in chase I have 0 clue who you want. He is simply the most well designed killer since Blight kit wise. His power has a lot of room to outplay.
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Well this is amusing. From this post and the last we read, it seems you just do not like the game period.
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There's a reason solo will never be boosted to the level of swfs. Solo makes up the bulk of the kill rates. A dev said that being in a swf can increase your chances of survival by "up to" 15%. So solo staying weaker than swf is by design, because if you strengthen solo then kill rates will drop. Even killers know this, it's why so many admit to lobby dodging perceived swfs. They'd rather play against solo teams because the lack of coordination makes them easier to kill - and they don't want counters to their effective strategies. I play solo and I just can't see any way they can throw us many more bones without p*ssing off lots of killer mains.
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It really sucks though when a game is lost from lobby. If I get matched against idk, any A tier killer with their strong/strongest add-ons and strong perks and we don't have the perks or items that counter them it's gg for the killer. What's the point of playing that game? At least killers can counter items.
If I had any idea I'd verse Sadako maybe I'd bring an anti-slugging perk. if I knew I'd verse a SM I'd bring a gen perk etc.
And in that case they don't want co-ordination for solos, they're gonna need to buff solo survivors individually more. Why don't they do something with the role of the obsession? As it is now more often than not, it's just a non-factors and others, depending on killer perks can just screw you over. Obsession should have more power if they're solo or something and should have more agency in the game (as they have negative already, they should also by default have a positive). SO if a person who is decent/good gets the role of the obsession can have a bigger impact in the game than they do atm. As I said, they can have plenty of negative impact due to how killers play, but the game should put more difficult decisions regarding the obsession. Should the killer (if they have perks and whatnot) leave the obsession for the end and risk the obsession doing stuff for the team? Or should the killer get rid of the obsession fast? Ofc that would come with tunneling, but I would assume a good player (looper in this case) might probably prefer to be tunneled. I definitely understand random players getting it and not being good at the role. But there's so much you can do with it. Plus sometimes you can increase your chances of getting the obsession, so people who might be ok with increased attention from killer but also increased agency might pick that playstyle.
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Last time we had metrics, solo q was about 60% of the survivor population, and the other 40% were SWF in either 2-, 3-, or 4-man squads.
While impossible to match in the real world, it's theoretically possible for the game balance to require coordination to survive at all. BHVR could, in theory, make it nearly impossible for solo q to escape.
If solo q had a nearly 100% kill rate, and SWF has a nearly 0% kill rate, the game would still be 'balanced' according to the devs at a global 60% kill rate, for example.
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Is it about pissing off killer mains or actually being fair? It feels like people forget SWF is technically broken. This remains as true in year 7-8 as it did in year 1. The game was not designed so that survivors were ever meant to have the level of coordination or communication SWF provides.
I don’t know why killer players are always treated like second class citizens in this community, their opinions should be just as valid as survivors, no? So why is it about pissing of killers and not just ensuring the game is actually somewhat balanced? Nobody wants to only play against sweaty SWF teams anymore than people only want to play against Blight/Nurse.
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Devs already stated that SWF is a very low number. I feel a lot of killers believe they are going against a SWF and just aren't.
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Are you really complaining about Demo, Wesker and Dredge? Demo and Dredge are among the most balanced killers in the game; Wesker can be quite strong, but is very punished for mistakes.
TBH, the real problem with survivor is the team coordination and loop skills of teammates, but this cannot be solved by nerfing killers.
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At low MMR yes, at high MMR (with SWF) it is pretty much 100% escape
The actual META is garbage and SWFs are using tools you cannot compete with :
- off the record
- syringue or antiseptic shot
- DS
- SB/Lithe etc..
- map offerings
That game has become a garbage experience where everything is off balance :
- way too many ultra safe loops
- broken loop imbrications with strong tiles right next to strong jungle gyms creating infinites in pretty much every trials
- just 3 or 4 killers with real anti-loop
- many survivor sided maps
- items + add-ons way too strong
- perks completely changing the balance of the game to the point it is impossible to balance it
At high level there is nothing to enjoy in this game anymore. Strong killer will face sweat unbeatable SWFs, good survivors will get 100% of camp/tunnel killers.
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Considering the only bone solo got thrown, which was the icon update, didn't impact swfs at all, my comment had nothing to do with swfs. Swfs already have access to all the info (and more) that the icons give. Since solo makes up the bulk of kill rates, and since many killers here have said they lobby dodge perceived swfs in order to find solo players, I think my pov that solo will always have the short end of the stick is valid. And buffing them will piss people off.
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I would like you to show us how you win against a high MMR SWF :)
And then show us how you play in soloQ as a survivor.
I'm tired of ppl like you having 0 argument and just being sarcastic and giving ad hominem attacks.
"Blala you are wrong because i have decided you are"
You obviously play at a really low level to think that killers are OP, i do not even know how it is possible to believe this 😂
You clearly have a skill issue if you can't win a game with your SWF using META perks. Yo uare obviously a baby player with barely 1000h of playtime 😂
Then you point out my comment is a bait while i have given many fair points. You haven't however so who is the troll ?
Post edited by Rizzo on3 -
They have 0 arguments, they just say killers are OP when they have played 3 games in their life.
With my SWF I win even without meta perks, 90% of the people on this forum have a heavy skill issue, and that wouldn't be a problem if they minded their own business and tried to improve, instead they come here to complain about things that aren't true.
I'd be curious too to see them play, both surv and killer
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It's not "90% of people on this forum", actually it's "90% of the players of DbD".
I mean, pig IS legit strong killer according to kill rates, that tells something interesting about the players.
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You cannot stop family and friends playing together, and people are sick of rage quitting baby potatoes in solo que. Also Idk why you and others still love jumping on this 3 letter word. You do know that its possible to find a group of survivors who are not in a swf and still get stomp right?
I wish there be a day when people look at the survivors as low tier or high tier which is ofc is based off this crummy mmr system. I played against swfs that was a total clown fest easy win and gotten solo que players that make me wow should I even continue try? Why is dbd the only entitled game community that baby cries about people playing with their family and friends, is not to be called a so called party game? Evil dead and other games I play even have coms for solo que and I never hear no demon side/bad side complaining about swf.
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Way to complete misrepresent what I said. I have no problem with people playing together. I have played SWF plenty of times in the past myself, and I think the game is more fun when you’re playing with friends.
However, communicating on comms gives a massive advantage to survivors. I agree that there are SWF teams that are bad, but in my experience I have found this to me more the exception than the rule. Most of the SWF teams I face are very coordinated and know exactly what gens to work on, when to go for rescues, when/where to body block, etc. A team of halfway-decent survivors coordinating on comms is extremely unfun to play against as killer because you are at such a disadvantage against an equally skilled solo q team.
I don’t want BHVR to stop people playing with friends. I want them to incorporate adjustments (nerfs) to SWF based on number of people playing together and maybe MMR level. There are a lot of ways to do it. At least give killer players a fighting chance and not make them feel like they either have to dodge lobbies or playing the sweatiest killers/builds and use the most unfun strategies possible. This would benefit everyone except the SWF players who get upset when their consistent GG EZ wins get taken away.
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I wrote "90% of players on this forum" because there are many people who are not on the forum, and I believe that a lot of users on this forum have never commented or created a post, maybe I'm wrong, but I think it is.
Of course I'm referring to those who write, not all the members of the forum and not all the players.
If we also look at the kill rates we also know that Nurse is at the bottom of the kill rate "chart". Just looking at the stats as most do, then Nurse should be buffed af as she is the killer with the lowest kill rate
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Imagine arguing that killers aren't OP versus solo queue, which is the main reasoning behind the thread. Nobody cares what you run in an SWF when you can call out various information on the fly and reliably count on how your teammates perform versus the random nature of solo. Where every two to three games, you'll get a DC at the start of the match versus killers on your skill level, while your teammates can have less than fifty hours in the game and not even four tiered-up perks. Where a Jane will farm everyone off the hook for free points and not even bother to take protection hits. Where the killer is rewarded for camping and tunneling out the first player they catch with healthy grabs off hooks and the inability to communicate a coordinated save. Where any of your teammates will be running a challenge that requires throwing the game, killers have control over this compared to solo.
Dead by Daylight heavily favors killers in most games played as a whole, as they're simply not balanced for the swift nature of matchmaking, leading to the randomness of solo queue, the ridiculous aspect of challenges where you need to throw the game, and the easy ability to lobby hop to your preferred group. They even let you gauge the group with prestige levels, outfits, names, and items. You can pick Skull Merchant; most lobbies give up or disconnect on sight.
I had just gotten out of a game RIGHT NOW where a Mikaela disconnected after going down to a Wesker at the start of the match. These matches aren't even counted, yet there's zero point in playing the game as survivors lost. The kill rates would be even higher if they were counted.
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-That and nerf W. We can make it randomly turn you 180 degrees because 'game design' (it works for slow vault AND being stunned when jumping off a porch).
-Also survivors should always yell and make loud noises at all times
-Healing needs to take even longer and survivors should bleed out while moving when injured.
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Imagine thinking that the game is killer sided only because soloq is an hell, and not because the killers are strong, but because 99.9% of soloq are noobs.
I played a lot of soloq while waiting my friends in party, all times that the killer chased me the game would have been pretty easy, if only the randoms hadn't wasted time. I remember in a game that I literally made the killer go around the map, using all the loops and pallets without wasting anything, the randoms I had in my team, how many gens did they make? 1. This is the practice of playing soloq, and it would be the killer's fault right? Not the fact that soloq randoms just waste time huh? Let's not kid ourselves, we both know that the current state of soloq is the fault of survs who can't play.
Try going against top swf, and tell us if the game is killer side.
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