http://dbd.game/killswitch
The recent killer stats, but I try to say which are considered OP, UP, or Balanced (Long Post)
killer stats
btw THANK YOU @GoodBoyKaru for posting these on your thread!
I have wanted to see the stats for all the killers for so long and didn't have the time to see the stats from the Q&A, so when you posted it this gave me a chance to see who is all needs to see a tweak of some sort, using the devs words. NOW, onto the things
Who needs the most changes?
So here I will be using the analogy about Michael, devs said that "Michael will be seeing an add-on pass, not a full power rework", meaning he is in a state where only his add-ons has issues, meaning the killers around him are suffering the same issues as him. Devs also mentioned that Clown was next for an add-on pass, meaning that the killers near his kill rate need one too. Along with this, if the killers are considered "Underplayed" I will explain upon this. This means the killers that appear between Clown and Michael will most likely be in the same category later on (I.E they will need changes)
Nurse
According to her stats, she is played alot, however she has a low kill rate in the red ranks, while all ranks she still has a low kill rate and decently high play rate
Yes, she may be considered the strongest killer in dbd to date, but its how she is considered the strongest that makes issues relevant.
"If you are a bad nurse, you will lose every match, if you are a decent nurse, you could get 1 or 2 kills, but sometimes no kills, if you are a good nurse, you will tie or even begin getting your first kills consistently, if you are a god nurse, you will never lose"
This is what makes Nurse so hard to balance, if you buff nurse she will be better for people trying to learn her HOWEVER the amazing nurses will end matches so much faster, but if you nerf her the chart wouldn't make sense, which is why she needs another rework that makes her not as hard to play for new players, while keeping her skill cap high and her strength high without making her OP.
Blight
He may be new to the fog, however that does not excuse him
According to his stats, he is played a good amount with a close to decent kill rate in the red ranks, however with a low overall kill rate with low play rate.
Blight is the same as Nurse here, but this shows that he needs some changes in a different way.
When watching PC players (I.E ScottJund) he can control Blight's rush lunge very well, however console players/controller players don't have the same control.
It seems as if on controller Blight gets what I will call "Lunge Locked", where when lunging his lunge angle is locked and hard to control while on PC, it seems as if this can be controlled so much easier.
Plague
According to her stats overall, she is an underplayed killer with a low kill rate for all ranks, while having a decent kill rate in the red ranks, while having a low play rate.
This suggests that she needs a buff, however for me this reads off as her needing a rework.
A low playrate across the board means that she isn't fun to play, as her kill rate changes massively (Increases by more than 10%) when looking at the red ranks, showing that she has a strong power overall, but playing her just isn't fun.
Demogorgon
RWAAAAAAAAR
(We reached the demodog)
Demogorgon has a low playrate across the board, same with kill rate being moderately different when comparing between red ranks and all ranks
However, looking at this difference would mean he needs a buff, not a rework
"But Why?" he has a higher kill rate than Plague in both all ranks and red ranks, meaning he has a strong power already, however isn't as appealing as lets say Freddy or Billy
Deathslinger and Huntress
I am putting them in the same category as they both deal damage at long range
Huntress has an INCREDIBLY high play rate on both all ranks and red ranks, with a 12% increase to kill rate between all ranks and red ranks.
Deathslinger has a high play rate with a decent kill rate as well
"Now, why is huntress so high?" Free killer, you get a powerful ranged killer for free
They both need to be reviewed, not power wise but add-on wise
Clown-Michael
Due to these 2 eventually getting add-on changes t, that would mean everyone in between will need to see the same that stays between all ranks and red ranks
Full add-on pass (all add-ons redone)
These are the killers closest to clown on the stats
So Wraith, Huntress, Pyramid Head, Deathslinger, and Hillbilly
Most add-ons pass (Not all add-ons redone)
These will be the killers closest to The Legion
Being Trapper, Hag, and Billy
little amount changed (1-3 ADD-ONS CHANGED)
These will be the killers closest to Myers
Being Oni and GhostFace
The final 5
thE pIG
She has a high kill rate with low playrate, meaning she can be strong, but isn't consistent. So yes, the chart did read correctly, Pig still needs a buff, however this can be seen in an add-on pass
tHE spIRIT
According to the chart, she is high kill rate decent big playrate, but suggesting her stats being so massively different (11% change) for kill rate, she also needs an add-on pass or a really small nerf, but not too big
bubba
According to the stats, he has a high kill rate and big playrate, following the same as spirit here, however, this new bubba has an killrate suggesting that he is now in a perfect state (his playrate doesn't increase drastically, only his kill rate)
The doctor
He has a high kill rate and play rate in all ranks, however, this changes drastically in the red ranks, dropping from 7.5% to 5.69%, while his kill rate increases from 60.33% to 74.16%, almost balancing out as averaging 3 kills per game. He will need a change according to these stats for red ranks but he won't as all ranks suggests that he has a much lower kill rate overall, meaning he is staying the same
Freddy
High killrate in both all ranks and red ranks, low playrate in all ranks and medium in red ranks.
Freddy will need a small nerf with some add-ons being changed, however this should only be in test form until further notice
Oh my god I actually spent an actual hour typing
Comments
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Wraith may be close to Clown, but a full Add-on rework shouldn't be necessary.
I'd put him in "most".
His Killer Power itself could also use some things.
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I can see where you are coming from with that, I'll try to sort it around when I have time
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The problem is that trapper is in a good state according to stats, but need change and everyone knows it.
Last night i played him and got destoyed gen wise, but the survivor got cocky and all suicide to save 1 guy, so i got 4k while doing a bad job for 3/4 of the match, an another match 2 people suicide on hook and the other 2 give up and let me kill them, they didn't want to farm just go next game so i had no choice. An another batch left their 2 friend die on second hook and left, or at last i had a group on ######### the game that didn't look down for trap and destroyed half the pallet in the first minute of the game, clearly red rank material.
But i would be fair to say most of those people weren't red rank, but i was red rank so the kill goes to the red rank stats, how is that fair?
And when i get a normal match, survivor playing well, doing smart save, ect... all escaped and i couldn't do anything.
there is in red rank a level dissimilarity, a lot of people that got there cau'z of play time and the fact that's it's easy as survivor to pip, or i should say hard to black pip, while killer need to sweat there ass off and have at least 3k with 3 gen lef to 1pip. But once survivor and killer are at the same level survivor have a big advantage even as solo, bonus ez win if they are sfw who wants to win.
The stat are flawed and the fact that the dev use these to balance things is mind blowing.
Edit: is this worthy of a post or should i not?
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Hence why this post took an hour to make, I had to sit and think about how everyone works, which is why Trapper is in the category "most" for his add-on pass as sometimes an add-on pass results in basekit changes as well
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even with that in mind, the stats are too false to draw any conclusion for them, unleszs your the game designer of course cau'z ""stats for OoO show they don't escape much so perk fine""
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@Aldofer I notice it in my Trapper play. Most of the time, after done setup, 3 Gen done. The rest depended too much on RNG. I can list here:
- Time to escape, sometimes it just takes 3sec to escape, cost me few sec to go toward there for nothing. Sometimes it takes forever, a total free hook.
- Traps spawn, there was a time in Suffo-pit, 5 of 6 traps spawn on 1 side. Was super easy to 3 Gen Survivors.
- Gates spawn, the closer the Gates, the more impossible for Survivors to escape, even with a whole team. By setting traps at the gate switch.
- Basement spawn, the closer to a Gate. Enough word, you understand.
- Trapper spawn, if he starts at chock point area, its easy to lure Survivors into dead zone.
And many times the whole team dead because of trying to save 1 guy. Or 4 Gen done and suddenly 1 guy trapped, and whole game just end from that moment.
The game used to requires luck to survive. It doesnt fit the game anymore, thats Trapper's main problems.
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