I said usually, not all the time. You're giving anecdotal evidence and it adds nothing to this conversation.
Wasn't Marth's record 295 escapes without perks
How are you literally gonna say "most" maps are survivor sided, and "most" killers are weak, and proceed to say killer is nit the weaker side? My god
I play this game almost every day at rank 1, and there's only a handful of SWF groups I recognize. Maybe 100 players total, of the 30,000 that regularly play the game?
If you don't think the matchmaking is borked, I don't know what to tell you.
I haven't even watched, but if it is like noob3's "escapes" then he had 3 people dedicated to sacrificing themselves to get him out. Those are hardly even escapes.
I'm not laughing at the matchmaking lol
Then you must be a really bad killer, because if you can't farm a rank 15 when you are a red rank killer, you are just bad at the game. Most rank 15's I see literally get 2 tapped for some easy pop goes the weasel.
Yeah they die while the 2 rank 1s do all the gens, breaks all your totems and troll at the gate, if not following you around with a flashlight to prevent you from hooking anyone as best they can. Pretty much everything you've said reads like a bait post
Marth wasn't totally boosted like noob
Yeah, there's killers running around with 98% win ratios because the game is survivor sided. Every single killer in the game has a 50%+ win ratio because the game is survivor sided.
It's literally only a problem if the survivors you are facing have thousands of hours, know every loop, and you get a bad map.
Other than that, DBD as a killer is typically a stomp on solo Q players if you know what you are doing. Or it's a stomp on SWF with some rank 10-15s when you are a rank 1 killer. I must have played 20+ games as survivor today, and I think 2-3 of them were full red rank. Everything else had greens and purples who just got butchered while I tried to carry the slack.
So you're bad at survivor, what does that prove?
DS has been straight sidegraded compared to it's release. Healing nerf did [BAD WORD] all other than make people just prioritize gens over healing, meaning it's a direct killer pressure nerf as well. Pallet density and map design are still a massive issue, as anyone worth their salt can make a chase last between 90-120 seconds, in which 60-90% of the gens can easily pop. Badham still has 3 god loops (boiler, house basement with haddonmemes pallet spawn, and shack). Those "nerfs" have impacted fairly little at high skill play.
Of those 20 games, I only died once. And that was because 2 of my teammates DC'd at 5 gens. Try again.
Probably because the current pip system is garbage and puts players so ridiculously far above where they should be in their rank that it completely [BAD WORD] the survival rates
Straw man argument. The matchmaking and pip system is what is. Accept it or not.
I disagree, I play both sides, I am a rank 2 survivor and a rank 9 killer TODAY (i play mostly survivor, but I've been in red ranks as killer a lot)
I play with the tryhard survivor build: DS, Adrenawin, Unbreakable/Ironwill and DH.
My SWF who has 1k hours, every single one of them, also runs the same build along with BT.
We are good, my solo queues are good when survivors run the meta build, we DS the killer until daylight and unbrekable and BT, tank hits and we coordinate our last gen, just so our Adrenaline will be perfect timed to save our asses.
I can't really image we being beaten by a killer unless we're fooling around, which we do alot, after all swf is all about having fun.
Now, I really feel sorry for killers, because unless they're a god tier nurse, huntress or billy, I don't see how they can even begin to apply pressure, unless they camp hooks (Because lets be honest, slugging is not SUPER effective) and camping hooks agaisn't SWFs will either win the game due to altruism, or lose it because 1-2 will be doing gens and 1 or 2 will go for a successful rescue.
Also, ONE survivor will ALWAYS and I mean always escape whenever the SWF is full, because communication will save each other so one can get the hatch.
Solo queues are different, yeah, it takes 4 big brained survivors to be nearly as decent as a SWF, but I have some real impressive matches which in the end we all heal up and go for the rescue of that one person being camped and everyone will tank hits etc, its beautiful.
Anyway, I disagree that killers have the power role.
In lower ranks, hell yeah, killers will torture newer players, but once they start learning the loops, damn, they'll easily hold a killer for at least 2-3 gens, specially if the group has toolboxes (which I personally ALWAYS bring to my matches, cause I just wanna win)
If survivors (specially SWFs) are not the power role, then no one is.
Communication wins wars.
it's not a strawman at all. A ranking system should be skill based, which the current one is not, and matchmaking between ranks depends on that system to work perfectly. When it's bad and rewards people who don't belong in higher ranks with a higher rank, it punishes other people who ARE in that rank with dead weight, and in a game like this, dead weight easily translates into a 3 or 4k snowball. In fact, it's one of the best strategies you can use on Hag and Trapper to ensure it with basement plays, because people will lemming rush as it's another body that can be on gens
So the matchmaking is busted, causing a top tier killer to win 98% of his games, and yet the game is survivor sided still? That blows my mind.
Maybe 1/3 to 1/4th of my games as killers are completely free wins because there is just a single bad survivor on the other team, who can be freely tunneled out. And they are usually new enough they don't even have DS.
The game is only survivor sided if you are hitting 4 survivors who are all gods. Other than that, it's a stomp.
If you're playing agaisn't a survivor that doesn't even run DS or "don't have it" then you're most likely absolutely a yellow rank.
They said the stat is wrong? When did they say it?
Because when people talk about how survivor sided the game is, they don't bring matchmaking into it, because matchmaking isn't a core mechanic, it's a system that just puts players in a lobby. When people mention survivor sided mechanics, they refer to the fact that depending on the map, a single person who's nearly braindead can easily chain together 5-6 loops and waste 90-120 seconds of your time, in which 60-90% of the gens fly by. Compared to previous ranking iterations, this game rewards a lot of people with pips when they definitely don't deserve the rank up, while also punishing you for being far too efficient. To put it simply:
192 seconds for a non gen rush build = 2 chases and a hook, guaranteed with the potential to snowball.
131 seconds for a gen rush build = 1 chase and a hook, and MAYBE a second down if adrenaline doesn't pop.
Compare that to the 120 seconds it takes for a single hook to go from phase 1-3, and it's entirely lopsided. The only way to speed that time up on the hook, is to repeatedly hook, which requires yet another chase albeit much shorter at usually 15-60 seconds, which when repeated twice (not even touching second chance perks) comes out to 120-240 seconds spent chasing just to get a stage 2 hook. Now, map design, loops, and the killer choice itself plays into cutting down or extending that timer, but it's still incredibly lopsided in the survivor's favor unless you get a snowball with multiple hooks at the same time, which isn't going to happen against a team that isn't full of potatoes.
But sure, everyone else must be bad because you anecdotally only end up against potatoes
There's tons of red rank survivors who don't run it, and get tunneled off at 4-5 gens. I know because I have to deal with the remains of the game after it happens.
I didn't even read all that. Bottom line, the matchmaking hands tons of free wins to killers right now. And the game is super killer sided against solo Q players, which is the majority of your games. As I said, of 30,000 players, I would guess there's 100 worth a damn who play as a SWF. And you can just play some BS killer like spirit, or a bring a mori for them.
I agree on the matchmaking, which is why you don't implement balance changes until it's fixed with a proper progression system. That doesn't change the core mechanics being survivor sided though, it just means that BHVR either can't or is intentionally refusing to make an actually intuitive ranking system.
TL:DR on the in depth analysis, all the gens can be done in the time it takes a single hook to progress fully, even with a tunneled chase after the unhook. This is wildly lopsided and indicates that the 4 have the power role in the game rather than the 1.
When it was posted they said its unreliable due to too many variables Such as:
Items/Addons/Chest key RNG/Mories/bad map spawns for either side/God loops/windows/ 1 rank 1 person with 3 rank 20's vs a rank 1 killer is still a rank 1 game/Ext.
Effectively they don't have the ability to give a 100% reliable datasheet due too the way the game is designed.
You are only going to lose all your gens for 1 hook if you built your killer incorrectly. I ran a ghostface for 4 gens at the god window on badham today, and he DC'd and was absolutely raging in the endgame chat.
He had save the best for last instead of something like bamboozle. Super greedy. It is the same with a perk build like infectious fright, you are assuming the survivors are bad enough you will be able to chain slug them. When you get punished for your greedy build, you assume it is the games fault.
I do not run Decisive Strike and I proclaim myself to be one of the best players in the world. 😋
I experiment a lot with both survivor and killer builds.
My main killer is Clown (Hag is my secondary). My main survivors are Jeff, Quentin, Jane, Tapp, and Ace.
I have to disagree here. DS was so overpowered before it's nerf, now it's much more manageable as killer. The healing nerf did quite a bit in my opinion. I haven't had even one game where survivors never decided to heal, and whenever they do, it now wastes more time than it did before. If they never ever heal, that means they are one shot the entire match, which is particularly bad for them if they have to work on a gen that is in an unsafe position or is located in an area where you already broke pallets.
Which also directly takes me to the pallet density nerf. Yes, many maps are still unbalanced, no doubt. But less pallets on a map definitely has helped killers. Especially since you can more easily make certain areas in a map unsafe by breaking all the pallets in that area. Which fits perfect with the healing nerf. This can then make healing more important. Also, the removal of pallet vacuum was a big buff to killers in my opinion.
There is still a bunch of killers that are not quite viable, and many maps that are still unbalanced, especially those that are gigantic or have a ridiculous amount of safe loops, like many of the original maps. I'm not saying this game has achieved perfect balance. But I do think things have gotten much better since the time where Marth made these experiments.
I honestly think DS is stronger than it was before. You could juggle to a hook, or just slap on enduring and completely nullify it if you cared about it that much.
Now? It is 60 seconds of borderline complete immunity to the killer. Especially if you don't act like you have it. The good thing is, most survivors will be blatantly obvious they have it, so you can play around it.
SF+End+BE+NOED is hardly a greedy build, actually works out quite well when it cucks people who try to dead hard on the second chase. The problem is, again, map layout. A map can easily win you a match, or lose it if you dont play the Big Four. I do agree with you on the DS bit though, 5 second guaranteed stun with 60 seconds of slug immunity is incredibly strong in the current meta, as it's 20 meters which is almost always a guaranteed jungle gym or pallet loop.
Also, the new maps are insanely killer sided. Hawkins and sanctum of wrath are total slaughtering grounds for any competent killer. There is basically nothing to work with, and your best bet is to sit in a locker like a P3 Dwight whenever the killer is near.