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DBD needs better statistics for determining balance

Like, currently the only real balancing metric the developers have are usage rates, and how many kills they get per match on average. There's no statistics for things like how many hooks a killer gets on average, how many hooks they get at each stage of the game (5 gen, 4 gen, 3 gen, 2 gen, 1 gen, 0 gen, EGC), how many hits a killer gets versus how many downs they get, how quickly each generator is completed, how long the average match times are per killer, which perks are used most on every killer, etc. These sorts of metrics would help far more than the current two metric system of killer pick rate and kill rate.

Comments

  • Ink_Eyes
    Ink_Eyes Member Posts: 561
    edited July 2022

    Pretty sure they have all those statistics but they probably think it's not really necessary to give us all the details, I mean they have released other statistics (that we didn't know they had in the past) like most used set of perks, most used killers and survivors, how many people play solo vs how many people play with a full team, pretty sure they have all those statistics (and maybe they use them somehow) but they just think it's pointless to reveal everything to the average player....

    Post edited by Ink_Eyes on
  • Reshy
    Reshy Member Posts: 402

    I don't think it is pointless, the community is the group who plays the game most, unlike the developers.

  • BearMerchant
    BearMerchant Member Posts: 106

    what they need is proper context for their statistics. many of the changes they made this balance patch were attempted fixes for core design issues they've ignored since the game's launch. reducing killer hit cooldowns and nerfing survivor injury distance are frustrating band-aid fixes for poor map design and tile generation RNG.