http://dbd.game/killswitch
Playing survivor lately really sucks.
As per my stats.deadbydaylight.com stats, I have a 43% escape rate and a 78% killrate, survivor in solo queue just seems impossible to play right now. Peopl;e are disconnecting and giving up more than 60% of my games probably and the players are just not good enough to survive tunneling. I know people did not like the anti-tunneling changes but really right now survivors in solo q really need something to help them. Especially in skill rating like the 4 survivors are always on 4 different skill levels, i notice this as killer and as a survivor. Please do something, just please please please
Comments
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unfortunately there is nothing that can be done about players, if they want to avoid gens they will, if they want to just go next they will, if they want to DC they will, if people want to ignore all the advice given to them regarding countering tunneling….they will.
personally, the tips i would suggest for solo players:
- work on stealth as primary mode of play, its all well and good being able to loop a killer for 3min but if no one is touching gens its pointless. Do gens yourself but do it stealthily so when the killer gives up looking for you, you can get back on the gen asap. you cant do gens yourself when your looping.
- Think of looping as secondary mode of play when the primary stealth mode fails. loop like there is no tomorrow and hope your team is doing gens or the killer gives up chase.
- dont jeopardize your escape to help a team mate, you dont have comms, you dont have perk synergy to help with the save and to escape. it doesnt matter if they are on 1st hook, if all gens are done, open the gate and get out.
- take a hatch offering, in many solo matches you can pretty much bet that there will be people that throw the match. When they do, prepare for hatch.
doing these things has boosted my escape rate to 60% without hatch offering, 70% with the offering.
-14 -
I agree with you they need to do something!
as a solo q main I try to bait chase as much as possible to give team best chances but killers tend to leave and go find a weaker target. I've legit seen "oh you didn't drop the pallet and know how to loop, time to find new target 5 seconds into chase"
something needs to be there to protect the solo q team mates that are not as good.
Its kind of like the borrowed time situation as there are team perks that help SWF. SWF have perks like shoulder the burden which they can call out and save at last second giving as much time as possible.
I've tried to run shoulder the burden recently for few weeks and in soloq and it can help, but you cant communicate wanting to use on someone hooked so ALOT of time someone else will just unhook right in front of you as well as you cant hold it till last second because others will just get the save first.
If they don't want to touch tunneling changes again they need to are a bare bare minimum add comms wheel to the game so that a solo q team can coordinate better and try to give tunnel out as much time as possible. So many situations a tunnel out could of gotten more time if I could just say to my team "let me unhook", "I have shoulder the burden", "focus on generator repairs"2 -
so instead of players learning to get as good as you with looping, there needs to be something to help them deal with chases so they dont have to improve?
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If the killer wants to win, there's nothing the solo survivors can do; that's what the game is about.
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no its bringing up solo q to swf levels.
I say something needs to be done to help SOLO Q who are not as good, then go on to say SWF has that and can use perks to give them more time.
Soloq struggle to use those perks effectively as they have no communication, letting soloq have comm wheel would allow them to try to do SWF plays with perks like shoulder the burden to protect the weakest player. if anything that gives them more time to improve as they get another hook state.12 -
im a soloq player with 60 to 70% escape rate… if soloq was brought up to swf via comms my escape rate would be even higher lol. soloq escape rates are about 40% as they are. I dont see an issue with it. i think instead of protecting the weaker player, the weaker player should improve, play differently, practice. Because if all weaker players improved instead of going next, DC or just ignoring any help given to them ("i shouldnt have to use anti tunnel perks, so im not going to use them"), then the killer would be faced with a team of good loopers that can hold their own without any help.
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Just use antitunneling anticamping GG its ez hahahaha
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these happen in my matches too yet i still escape…so yes, gg lol
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43% escape rate and survivor side feels “impossible”? Like, how often would you need to escape for the game to feel fair?
I know everyone has a different opinion on this, but that’s about how often I escape and it feels extremely fair to me. It is a horror game after all, and escaping is not supposed to be easy. Playing as killer, I have to work very hard against coordinated teams and solo queue teams if the individual survivors are good at looping to have a chance at winning. At least to me it doesn’t feel like there is an issue with game balance.
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That's not the average as we have seen via stats so we shouldn't balanced based on your escape rate and now we just ignore struggling team mates so they can "get good"? I've always tried to help the weakest as its a 4v1 not a 1v1v1v1.
Most recent released I could find where high and low mmr is split. (before pallet changes and ghoul)I would be fine with solo being the same as 4 Survivors
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50%? like a fair and balanced game would aim for every player to have a 50% winrate
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Can't blame survivor morale lately the major anti tunnel and camp update got scrapped in favors for killers and then the pallet density update turned into a scarcity update it's probably the worst time to play survivor if anything
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like i said, i dont have anything that others dont have. im not a pro player, i use standard perks and get useless team mates like everyone does. The only difference is i choose to play stealth so i dont get tunneled as often, i do gens, i dont rely on my team as much as others do. As a result i have learnt to stand on my own 2 feet and support myself.
The OP even said their escape rate is 43%, thats above the average. its more than the devs 40% aim.
And the mmr is worked out by 1 v 1 v 1 v 1 v 1. you are looking at this like the team is 1 unit, 1 common goal, 1 outcome….the team wins or loses. its not. its a group of 4 survivors each with their own personal goals for example half the team might be looking to escape but the other half might be looking to do challenges like totems or going for stuns. If you choose to help others achieve their objective thats great but in a way you helping the 1 person that has a challenge that they need to escape via hatch instead of doing gens yourself could be hindering the rest of the team.
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if we are going the fair and balanced game road then there should be 4 killers v 4 survivors…. cant have asymmetrical game with symmetrical wins. 50% escape rate means half the team would escape. that means 2k for killer….thats a draw for the killer. are we suggesting that a killer only needs 2 kills to win?
-8 -
Except it isn't four 1v1's. It's a team game, claiming otherwise is ridiculous. Survivor MMR being based on personal survival is likely a major part of why matchmaking is so messed up. I could escape every single one of my matches with every other survivor dying and have a 100% escape rate, wouldn't mean a thing, the killer won those matches not me.
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Or it means that the killer got a 3k or 4k in as many matches as they got a 0k or 1k. Ties are the rarest outcome in the game.
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i think this is where people are getting confused. it not a strict team game. Even on the steam description of the game is specifies you CAN play as a team or you CAN play selfishly. going at it alone is an option, its not just a team game.
you can consider it a loss for you if your the only one to escape but in the eyes of the game and mmr, an escape is a win for that survivor. killers could consider anything less than 4k a loss but in the eyes of the game and mmr 3k is a win…thats how it is even if you dont agree with it.
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A description of the game likely written in 2016 and never updated has no relevance to the game of today.
MMR as currently implemented clearly doesn't work, why would I care what it considers a win when it pairs me with potatoes regardless?
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Escape rates used to be higher than they are now and I remember 15-20 minute survivor queues. With the current 60-40 target, survivor queue times (usually around 5 minutes) are still longer than killer queue when I play in the evenings (always instant), but at least it’s a lot more bearable. Devs could certainly choose to push the escape rates higher, but it would likely end up getting us back to the super long survivor queues we had a few years ago. I know I would likely play killer a lot less because most of the time I’m facing decent survivor teams and matches feel difficult enough as it is. I don’t play as top tier killers and enjoy more of the mid-tier killers. I don’t want to feel like I am forced to only play S-tier killers to keep up.
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its still relevant because the game system hasnt changed. at no point since 2016 have the devs changed anything that means the team has 1 common goal. they still have challenges, they still grade people based on personal escape, the escape rates players can see are still personal escape rates…its not team wins or losses it personal escape rate. if the devs changed it so the game had shared scores and shared wins/loss then you have a point but it has never been like that so the original description still stands.
The idea is that if there is a strong team then teamwork will benefit you and your chance of survival. going alone can be detrimental to you.
on the other hand, if the team is weak then working as part of that team can be detrimental, it can be better to work alone.
What you are describing is what you want the game to be, or expect the game to be….which is fine but you cant say the game IS strictly a team game when there is no evidence to suggest it and all evidence points to it being nothing more than 4 people thrown into a trail together each with personal goal and objectives and scores and escape rates
you dont have to consider it a win…you can consider whatever you want as a win. last 30 seconds in a chase could be considered a win if you want it to. i mean if a survivor does the totem challenge in a match then dies….they could consider that a win.
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You are quite literally asking for teammates to leave you on hook or are you going to unhook yourself. If everyone played like you the kill rate would skyrocket and killers would need to be nerfed. You're describing a game that doesn't exist.
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you clearly underestimate how often killers get kills because survivors unhook too soon or when killers pick up 4k because they all try to save that 1 hooked player at the end. how many people get tunneled because they get unhooked before the killer has time to move from the hook?
as for leaving me on hook. i dont leave everyone on hook, just the ones i consider to not be helpful in my escape. if its a good looper or someone that does gens properly then i will unhook because they aid in my escape…doesnt make sense to let decent players die hindering my own escape. if its end game then sure, im out of there.
But yes, if people can do gens and get the gates open and get 3 man out while i die on hook thats exactly what i expect. if im throwing the match then yes i expect to be left on hook while the good players do gens and escape. im describing a game that is…the choice is there for as all to make. i made my choice on how to play and i escape a lot because of it. i get tunneled less because of it. soloq is fun because of it. if you decide to play differently and play the team game then the results speak for themselves….people say its impossible, the dont escape, they hate it. so the question is, whats better? my way or the "team" way of playing?
i would like to add im pretty sure the asian servers have higher escape rates than the rest of the world…. its a known thing that generally people on those servers favour stealth and selfish gameplay. it explains a lot really. they play more like me and they escape more.
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That delayed hook notification wasn't a half bad idea. Just have 3-5 second hook delay will do wonders, it gives people just enough time to move away but not enough to allow them to heal under hook with impunity. While it doesn't directly stop the killer from proxy camping totally but they have to dedicate more attention to the hook now rather than elsewhere like generators so it puts a bigger risk on the killer's side.
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you clearly underestimate how often killers get kills because survivors unhook too soon or when killers pick up 4k because they all try to save that 1 hooked player at the end. how many people get tunneled because they get unhooked before the killer has time to move from the hook?
You're describing bad plays and poor decision-making. I'd think with such a high ER you wouldn't have potato teammates, if MMR works just as well as you seen to think it works for killers.
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Lmao, ya I am aware you shouldn't unhook too early, I am quite clearly just talking about leaving you to die on hook and not just in endgame, first hook. If my sole goal was escape for just myself then the most logical thing to do is never unhook the other survivors since the killer might come back and go after me. Would also mean hatch spawns faster and if the killer finds hatch I can still play gates. This is the logical end result of the game play you are advocating for.
My escape rate from the stats website currently sits at 55% in the past 30 days but I was in those matches and know how they really went. That escape rate most closely matches the number of matches that ended in 3k+ (with the real number being higher than my escape rate) and that is with me playing like a real teammate. Sure my escape rate is high compared to average but most of those were not fun matches.
as for leaving me on hook. i dont leave everyone on hook, just the ones i consider to not be helpful in my escape. if its a good looper or someone that does gens properly then i will unhook because they aid in my escape…doesnt make sense to let decent players die hindering my own escape. if its end game then sure, im out of there.
A 3v1 practically always snowballs into the killer winning so long as they are remotely competent in the role. I don't unhook right away and I assume a teammate is getting them if someone healthy isn't on a gen but just leaving someone is a surefire way to let the killer win.
i would like to add im pretty sure the asian servers have higher escape rates than the rest of the world…. its a known thing that generally people on those servers favour stealth and selfish gameplay. it explains a lot really. they play more like me and they escape more.
Conjecture, the only real data we have on the differences is the top picked perks from the Japan stats. People also claim there are more people playing on controller and that the average ping is better. Even if we assume all of this is true (which neither of us have any proof of) my bet would be lower average killer skill/harder to play on controller and fewer ping hits has far more to do with their escape rates than playing that way.
We clearly are not going to convince each other. I sincerely wish you luck in your matches but hope I never get you as a teammate.
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even people with 3k hours can dc or go next or not bother doing gens. like i said before, there are some that have a go at soloq after getting to high mmr via swf that rely on comms then struggle in soloq. i know not all people are like that but i know of a few. i agree though, they are bad players which is why i often leave them to die while i walk out the gates.
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if i go down in 10 seconds then yes leave me on hook. time is better spent doing gens and i cant get tunneled while im on hook. 3 v 1 does snowball but it snowballs faster if people are going for saves instead of doing gens knowing that player will go down in 10seconds anyway.
your thinking of hatch being a better alternative to doing gens pretty much sums it up. this is true in matches where people throw and avoid gens… i often dont bother unhooking them and i get hatch instead. clearly gens are not being done in this situation, only 1 can get the hatch and i intend it to be me. part of the reason i play like i do is because of how many times i saved people and in return i got left on the hook. i quickly learnt to change how i play after that.
my point still stands, playing my way works for me. i have fun, i escape, i dont get tunneled as much, i have no issues. if others are having issues playing as a team player then maybe its time to rethink how they approach the game like it did.
top complaints in soloq which can be solved playing my way….
- useless team mates….learn to rely less on them and it makes things a lot better.
- tunneling, stealth avoids being tunneled and looping so killer abandons chase which counters tunneling.
- cant escape and have a low escape rate…. my way increased my escape rate a lot.
with this in mind, when people are struggling and they see others not struggling then wouldnt it make sense to do what the players that isnt struggling is doing? not try to claim the game is something its not (team game).
cant argue with facts, my way works to the point i have no issues with soloq.
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Hours don't make you good. They could also be mostly a killer-player for all you know. But this math still doesn't mathing. A 60-70% ER would logically put you in the uppermost MMR bracket where there shouldn't be potatoes. SWF isn't going to carry a bad genuinely player that far. Maybe to the one below that, but they aren't winning against the best killers on their servers if they're not at least decent.
I've played many killer matches where I've watched each player dodge in and out and load in separately, so I knew for a fact they were soloers. These people often play just as well as a SWF team, body blocking and taking hits at strategic times, watching the hud to know when to unhook, and doing the most for strangers. That's how skilled players play. So if you have people unhooking at stupid times then they can't be top tier players. As a mid survivor who is likely in one of the mid brackets even I have gamesense. I also still have no idea what decent killer-player is being fooled by stealth. You constantly say you have to tunnel to win against these stellar teams you go against as killer. Are your survivor teammates acting like those players? Because it doesn't sound like it.
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it shouldnt, but mmr is broken as we all know. dont even need to be a new player. can be a very good looper but they are doing challenges or adepts. they can be amazing loopers and still not enjoy playing v ghoul so they DC. for years people have been going next when they dont like something so it wouldnt surprise me if survivors in particular have tanked the mmr in some way over the years. you say swf cant carry people but it doesnt explain why there have been players that play swf regularly, win a lot but then openly say they wont play soloq just after they got steamrolled. some people are good as they are, some people need the team. in my matches i get a mix bag of good players, players that DC at the sight of a certain killer, last night i had pro comp player that has an official team for competitions, sometimes i will have griefers, cheaters, i get a mix. my survivor matches are very different to my killer matches.
not really sure what to say regarding stealth… im just that good?
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I see plenty of people who say they won't play solo but not because of themselves. I almost never play it because I don't want garbage teammates who creep around edgemap because they're injured or leave me on hook to die because they have no gamesense, don't know how to read the HUD, and don't bring info perks to help them with awareness.
I'm never going to go along with this everyone-DCs-every-match stuff. Start writing down how often people DC and when they do it. I do that, and my DCs in my killer matches consistently sit around 3%-5% of opponenets. It's really not that bad.
If your survivor matches are very different from your killer matches wouldn't you assume those are different MMR levels?
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literally 50% of my matches a while ago someone DC at some point in the match. i dont care enough to write anything down, i went by the stats page and looked at the last lot of matches played and about half of them someone DC'd.
you said it yourself you almost never play solo because you dont want awful team mates so you couldnt possibly know how often it happens. as killer your play style might contribute to the lack of people DCing. try soloq survivor and see how it goes in the real world.
they may very well be different mmr levels for my killer and survivor. it still doesnt change the fact im doing fine as solo survivor and have been for some time now. maybe my mmr was tanked when i was doing challenges and i wasnt escaping…my escape rate took a hit during that time so its possible my mmr did too.
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I've played plenty of soloq. I still do lots of duoing, so half my team is usually randoms. They don't DC that much. There are five people in a match. It might not be the killer's actions that make your teammates DC.
You don't care that much but you talk about DCs endlessly so you do care, or at least it's a talking point you enjoy using. When people DC in a match matters. If they're on death hook after being tunneled and they DC right when they're downed out of frustration, it doesn't really change the outcome, does it? But you can still use it as pure data to manipulate an argument.
My 30-day KR has been sitting at 70-85% for the last few months. If I'm winning most of my matches, often with 4 or 5 gens up, wouldn't those be logical matches to DC, if any? What are all these other killers doing that's causing this supposed epidemic that I don't see in either role?
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Because you manipulate your stats to your argument just as much as you claim the other guy doing it. I'll use myself as example: I have 80% KR on my low tier killer main as well… doesn't mean I'm good at it, not even close. I know for a fact that my KR is inflated because the majority of matches someone DC in the first minute/first down, which then affects the match outcome cause bots are fast/easy to catch. But for some reason everyone including BHVR is looking at that stat as if it means something…
The fact that you don't have this happening could mean a multitude of things, which has alrdy been discussed in other topics. Why would runningguy or me be lying about this? What could possibly be the purpose? I literally don't even play the game right now due to that DC epidemic. It's not worth my time to Q up for.
The Asian server experiment Hens did recently is ultimate proof that solo Q survivor is fine in terms of balance. It is literally just a western mentality/entitlement issue that ruins the game for us. People just don't want to hear that hard truth and look at the evidence for themselfs.
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Just have 15k hours and be one of the best players in the world while also cherry picking which games to include in your stats. EZ git gud scrubs.
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"Cherrypicking what to reply to and what to ignore, to feed the narrative… The Asian server experiment Hens did never happened!"
There was a blatantly obvious difference in their solo Q. It lead to much more enjoyable matches for everyone (lots of good plays), which indirectly lead to more escapes. All that just because ppl there played the game and had more of a team mentality, instead of "DC cause don't like killer" or "Dc cause went down to fast"…
On top of that analytic data, Killers also tunneled a lot more frequent on Asian server. Survivors still had more fun, better matches and more escapes… go figure. They must all have 15k hours, right? RIGHT?
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Who the killer tie to? The two dead or the two escapees? A tie only works if theres more than 1 team with an inconclusive state.
Dbd is not Survivor Team vs killer. Its a free for all among all survivors. You dont magically win if 3 others escape.
Survivors die or escape individually and the killer loses on 0 to2 kills and wins on 3 or 4 kills.
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Did they ever fix the stat pages counting abandons as escapes? I don't believe anyone's personal survivor savant claims as long as that's the case.
Post edited by Rogue11 on4 -
I like how everyone keeps mistaking "soloQ survivor" for "survivor in general", and when yet another poor soul complains about the insufferable state of soloQ with phrasing like "survivors are too weak", they just make BHVR buff SWF instead, which doesn't really help soloQ but makes killer life miserable, which will in turn bring more killer buffs to balance it out, and that will once again make soloQ life worse. It's an endless cycle of suffering, from SWF buffs meaningless for soloQ, to killer buffs disastrous for soloQ, in which soloQ players are doomed to remain until they finally understand that their worst enemies are SWFs and not the killer, and that SWFs (and the abyss between SWF and soloQ) are the reason why this game is impossible to balance between killers and survivors in general.
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Hens "experiment" is proof of absolutely nothing (and did you watch the video? someone DCs in literally his second match). Its an incredibly small sample size and we don't know if these were played consecutively, or at different times, or on different days. A proper experiment would also release all footage, not the cherry picked portions he chose to show us.
Interesting that he chose to only play survivor where he doesn't actually get to see how the other survivors play much. Why not play killer where he can better gauge the skill level of every survivor in a match? Oh right, because he would stomp all over them and that wouldn't support the narrative he is clearly trying to push. It was just another video of a survivor going on long chases against opponents that they are better than and that don't drop chase, or put another way, he faced a bunch of unskilled killers.
People simultaneously claim that killers on the Asian servers tunnel less and that they tunnel more. No one has proof of anything, they just make claims with no evidence.
Just because MMR treats it that way for survivors doesn't mean it makes sense. The vast majority of players consider a 0-1k as survivor win, 2k as a draw, and 3k+ an a killer win. The point is that a killer can get a 50% kill rate by getting as many 3 or 4k matches as they get 0 or 1k matches, 2k is not a common outcome in this game.
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the 'survivor is not a team' mentality annoys me so much. why even play the team mode if youre not gonna collaborate with the other players? going into a match planning to do it from the start should be considered griefing even imo
Post edited by naeveragedjoe on7 -
Pallets are back as they were before that legendary first pallet density update and tunneling and camping well looked the devs didnt even knew what they wanted to change in first place, only thing that was solid was antislug from second patch because the first version was busted, both antitunnel changes were kida bad the first was made for half the top of killers and the other weaker half was just hindered by it (meaning it was only rewarding for killers that can move around the map fast and get downs to use that barbecue and chilli with pop basekit to regress gens and find survivors fast), the downsides for tunneling stayed for even 2 or 1 gen left where killer cant get easily kills if he doesnt have someone dad on hook by that time not to mention they effected killers that didnt even tunneled in first place which was hilerious and antitunel endurance and haste staying for 30 seconds after unhook in endgame so thats easy escape unless ghoul or blight is camping you, very well done changes but what got me most was devs stream where they kinda didnt even were sure whats tunneling they want to fight and still said they want to leave it as strategy with sluging but they kinda didnt focus which part they want to fight (like hardcore tunneling which involves hooking only one survivor in the row and ignoring others or 4 man sluging where killer doesnt hook but only slugs the whole team if they said this i would get it or early hard tunneling like on 4-5 gens hooking same survivor in the row ok but they named many things which even doesnt need to be problematic in first place because they are happening in part of the game where there isnt many things killer can do, thats just like allow ds whe all gens are done or otr so from their stream it looked mostly they want to change something but didnt even knew or had idea what exactly it should be).
Only downside survivors got is that killer can see hook stages on all survivors which can be good if they dont tunnel and will leave like someone dead on hook on 3 gens and go find someone else but mostly its negative because some swf or even randoms used same skins or survivors to make tunneling hard and now killer knows for who he has to go to kill them and cant miss them, that only thing that changed to worse.
Pallet density should buff some maps and it destroyed balanced or even survivor sided maps and gave them more pallets which was quite "pretty good job so far" and then second fixing pallet density update came and what it did? Well agains "pretty good job so far" because it reduced pallets everywhere and made loops much weaker and shorter and now its fixed.
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First off, if every match with a bot is a false match, everyone's KRs are false to some extent. I don't buy that, because a bot that I can't find and get rid of is a bigger threat than half this game's human players. They suck at chase but they're great at gens, unhooking, healing, and escaping. I'm also not using my stats to say I'm good (I'm not), I'm using them to show that I'm winning more than losing yet I don't have all these frustrated people DCing.
But I already said I rarely have anyone DCing so how am I manipulating? And even if that wasn't the case, manipulation implies intent. Survivor stats are far easier to manipulate than killer ones. If I were abandoning and getting a high ER for that, those would be false stats, but I don't abandon, so my surv stats are genuine. Nor do I often escape through hatch, so my MMR goes up and down appropriately.
I don't care what some streamer who represents almost no regular player did. I am actually playing this game in a normal, non-money-making way everyday and don't need them to tell me what to think. DCs are rare in my matches, and when they happen, it's almost never at the beginning. It's usually when the match is already 100% mine.
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Ah yes… doesn't fit the narrative, so lets dismiss (one of) the most knowledgable member of the DBD community. Hens knows the game better than BHVR, so when he says balance is X and Y, I tend to believe X and Y. Not just because he says it, or I have over 5k hours myself, but because I thought about it rationally and logically as well in comparison to my own experience.
Here is my own experience as a 2016 player with a stupendous amount of hours:
Survivor: Escape rate on average, in solo Q, every 30d well over 50%.
Killer: High Kill rate… but … well over 50% of matches has someone DC early.
Conclusion: Kill rate inflated … Survival rate most likely more accurate.
Diagnosis: Stop DC'ing so the stats for both sides can become more accurate. Play the matches even if its Nurse/Blight.
Symptoms:
- People throw matches just to get their quests done.
- DC cause don't like killer
- DC cause went down first and fast due to mistake
- DC cause tunneled
- DC cause camped
Start fixing the symptoms, then lets look at stats again. Shall we?
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Anti-tunneling is buff for all survivors, not really reason to hide it behind soloQ.
If you want to improve soloQ, that would be done by giving more information. I really want chat wheel in DBD with some basic call outs….
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What do you mean, harder to manipulate killer stats? This screenshot is just from loggin in to get the bonechill event quests done, no tryhard, 3 hours timespan. To someone like you this means I'm a good player, right? Yet I know how these matches went and how ppl DC'd in them, Every… single… match.
Honestly I would love to hear theories as to why someone like me is getting so many DC's. Honest question, promiss. I would love to know the difference between you and I. I probably asked this before but I forgot, US or EU? I am EU (german server). My experience on EU servers is one out of 2 options:
- Super sweaty tryhard comp team or coordinated swf, match done in aprox 4 to 5 mins (usually lose for me)
- Someone DC early, most likely these are all solo Q (usually win for me)
There is no in between. Obviously all of my bonechill matches were of the 2nd kind. The default experience for me. Survivors can complain all they want, regardless of result I did not have fun either… Hence I don't play in a serious capacity anymore.
The problems arent the stats, which may be correct or incorrect due to many reasons. It is 100% survivors behaviour that affects match results.
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Hens is a streamer first and a DBD player second, he has a financial incentive to do or say anything that he believes will get him more views. Claiming survivors have skill or mentality issues gets views so he does it. Why didn't he play killer in Korea? Because claiming killers have skill issues doesn't get views. Fifty matches is a tiny number of matches compared to the total number of matches played.
Your personal escape rate is meaningless, and if you abandoned any of those matches it inflates your personal escape rate. A survivor can simultaneously escape every match while the killer gets a 3k in every one. Meanwhile a killer that is maintaining a high kill rate cannot be losing the majority of their matches. Personal escape rates are a bad metric for measuring real match outcomes, but a high kill rate is indicative of a killer that is winning the majority of their matches.
My personal escape rate sits at 55% but I lost most of those matches. The survivor win rate (3+ out) was around 30%. Official stats released by BHVR say they don't include matches with DCs and those have escape rates across the board below 50%. If DCs inflate kill rates then the real kill rate including DCs is way higher than the official stats we sparingly get. I don't think those matches should be counted for balance but they are indicative of the real experience.
Start fixing the symptoms, then lets look at stats again. Shall we?
You don't treat symptoms, you treat the disease causing the symptoms.
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Whoaw that last line rly hits hard… So you say non of these symptoms require treatment, its just "killer" that is the problem? Correct me if that is not what you meant. Cause I doubt that is what you meant. And if that IS what you meant, do you think punishing killers in the most egregious ways (like last 2 PTB's) will magically fix all the survivors behaviour? (as in DC's, AFK's and Match throwing)
-4 -
Do you really believe the same people who knew the game was swarming with cheaters and went on vacation regardless without addressing the situation will do something about this?
4 -
Lmao, as if you didn't think your final line wasn't some sort of hard hit. Good job ignoring everything else I said :)
The disease is that survivor isn't fun to play a lot of the time. I don't mind getting tunneled, I enjoy chase, but I don't want to be tunneled every match and I don't want every match to revolve around it. I don't DC in my matches but I can understand why someone might. Yes, those players should just stop playing but unless you start making the role fun, even when the survivors are losing, you will never get rid of the symptoms. The killer either gets the tunnel out early and wins the game on the spot or doesn't get it and most of the team just sits on gens.
Had either of PTBs gone live we would have seen adjustments, if for nothing else than to ensure the overall kill rates stays around the desired 60%. They weren't perfect but I am sick of the "we've tried nothing and we're all out of ideas" situation we are in. Killers claim the game is miserable for them as well, shouldn't we try something that could potentially alleviate issues on both sides? Despite people saying tunneling is required on killer x or y, anti-tunnel would have hurt the S-tier more than anyone else, these killers have a much easier time tunneling someone out. I have said it before and will again, if you get tunneled out by a trapper you have a skill issue, if a nurse or blight is having trouble getting a tunnel out, the killer has a skill issue. We would have seen gen times increased or some form of regression buff.
3 -
If you get tunneled "every match" that usually means you are a weak link and probably have much room to grow, therefor it isn't a killer problem. Not saying that to insult… but killers generally don't tunnel unless they see an easy opportunity or are low MMR not knowing any better.
But besides that I disagree, I love getting tunneled, it usually means the survivor team will win cause I am confident in holding a chase long enough for the exit gates to be opened ;). Why would you want to sit on a gen at any given time? its boring and uninteractive. The fact that there are ppl like me who can hold 5 gen chases is proof enough for me personally that DBD is fine and even survivor favored. Most ppl just don't like hearing this truth and will downvote instead of improving their plays/loops. It is what it is.-8


