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Wondering what the kill rate and survive rate is now? Must be a big difference
Curious to see the statistics now, bhvr probably won't show us but I'm sure survivors aren't escaping much anymore and getting killed a lot. Maybe went a little too far with the killer buffs? Maybe dial it back a lil for the next update. And mainly FIX solo queue! It is pain, it's always been pain, but now it's just much pain 😥
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On the aggregate site I follow the kill rate is up from about 49% pre-patch to about 56% post patch.
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They’re definitely not going to release that. I’d imagine the current kill rate to be around 65-70%.
Also they’ve said they are going to help solo queue. It’s just not a priority. IIRC, those specific changes were initially scheduled for this year but have been pushed to 2023-2024.
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If it's the site I'm thinking of, the most common match outcome for Artist, Huntress, Twins, and Demogorgon is a 0k. If one is sharing game-related stats on site, that player is invested in the game and not new. How are such players getting 0k's with A-tier killers? There's an obvious bias to those statistics, but I'm guessing some users are just rigging the stats.
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I don't really escape a lot, so I'd guess.. Around ~10% of mine are escapes, the rest aren't. When it comes to playing as a killer, I do get one or nobody, unless I tunnel or camp.
I'd believe that the kill rates do gotta be around ~60 - 70%, but nothing more or less.
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My escape rate is a little less than it was before, but it mostly has gone back to what it was before the patch. As long as my teammates don't give up in the beginning, it's still doable. I might have rough nights, but I can still get a good amount of escapes as well (I only play soloq).
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I’m looking at the stats and Huntress’ breakdown is
- 0 kills 26.6%
- 1 kill 17.5%
- 2 kills 11.5%
- 3 kills 16.8%
- 4 kills 27.6%
Which is a pretty standard distribution.
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SWF survive rate 80 %
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I have a 37% escape rate in SoloQ.
SWF is a mixed bag for me mostly because I play with people who have anything between 5 and 5000 hours. - If I'm the potato of the team... maybe 25%, and if the killer is more on my level probably 40-50% (altruism kills and all that ^^) - and closer to 70-80% when I'm not the potato and the killer is on our precious potato's level.
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MMhhh i wonder what would happen if the kill rates were still below expectations after the last change...
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That's one of the four and Huntress had 0k as the most common result as of a couple days ago. Still, 26.6% is high and Huntresses that 0k are running basic attack perks and Huntress Lullaby. Those players are not sharing their data on game-related sites. Experienced players are. The latest official numbers were from Dec-Jan. The kill rate was around 55%. Killers have been buffed since. It's said that it's to make basic attack killers viable, but it makes strong killers stronger and even OP. How are such killers having their kill rate drop, then?
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Solo q bad.
Recruit Friend for SWF play
Profit.
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as a survivor main i can tell you the escape rate is below 10% in soloQ
as a killer main i can tell you the escape rate is above 90% in soloQ
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The main issue is BHVR doesn't count games where someone dcs. All those games are when things are going poorly and probably going to be a 4k anyways and it sure isn't fun when a teammate dcs and you get killed. But BHVR thinks that game just doesn't count. Well as the other survivor that got left behind it definitely counts for bad the experience is.
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Huntress’ kill rate on the site went up from 46.5% to about 53% post patch. (The current 30 day figure is about 50% so when you approximately weight the results over the last three weeks it’s slightly higher.) Note that kill rates at above average MMRs were lower than the kill rates across all matches since typically in the low level matches the survivors have a slightly harder time escaping due to misplays. That’s why I think the aggregate site is a bit lower on the average kill rates than the stats across all matches in the entire player pool.
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Note that games with DC aren't taken into account.
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I'd be concerned about accuracy of current counts since I've heard there are players actively looking themselves to artificially inflate the kill rates, thinking the devs will revert the 6.1 changes if they get too high.
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What? Demo is at the very least Btier and really decent killer. Just played him 2 hours ago and I got like 8 or so 4K’s not in a row but if you know how to play him he is very much a threat. He’s not as good as Blight, Spirit, Nurse, or Oni but imo he’s better than most anti-loop killers like Artist, Nemesis, Pyramid Head, and Pinhead. Maybe Pyramid head would be better since he can’t hit through loops and he does have a high skill ceiling but Demo doggy pretty’s good. Sounds like a skill issue.
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I was saying that Demo is at least B-tier. I would but him at A but not higher than Artist, whom I consider S-tier.
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I would like to know too, but under one condition:
They exclude games that had DCs / early hook suicides in them.
The amount of Survivors immediately forfeiting right now is ridiculous and should not be represented in the kill / survival rates. Games like those do not represent an actual game of DbD, they are worthless when trying to determine balance.
I would say something about including cheaters, but that would imply BHVR could accurately detect those, in which case we wouldn't have the cheater issue in the first place :/
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I heard it was killers that are mad their queue times are 4x as long so they're throwing matches to make survivors look bad.
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5700 hours main killer here and... I feel like a lot of my games haven't changed much (I'm a fair killer, no camp and tunnel) and I'm still making 1-2 kill games with 5-9 hooks, sometimes with 12hooks cause the survivors are potatoes (4K).
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I would genuinely be surprised if it was the case. With all the DH-boosted survivors getting re-adjusted, it must have been a blood-bath.
Although games with DCs aren't used in the statistics so ... I guess it's possible.
Oh, gods ...
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Killer buffs, imo, are fine and should not be reverted. Killers needed buffs, I don't think any experienced players here are going to deny that. That being said, some of the survivor nerfs should be reverted. That would largely balance things out.
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Exactly!
Since dc matches don´t count and survivors start to adapt to the new DH, we could be in for a surprise.
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Took me a while to re-adjust to the new DH but honest this new DH is good too, and whats best it requires timing and actually little bit skill nowdays than just pressing E. Ive had matches as a killer that i still get 0 or 1 kills since survivors are doing gens very fast and in many of my matches i see at least 2 prove thyselfs.
Good survivors have learned how to use Dh again and im coming across that perk more and more and its being used right which prolongs the chases.
Biggest issue right now in survivor side is the DCs and people hiding and not doing anything, and thats not the killers fault.
Edit: cant write
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I've noticed more survivors using DH properly, particularly against Nurse. For the ones skilled enough, it's even better since DH isn't ubiquitous anymore it's not automatically baited.
The rage-quitters and AFKers aren't as common as they used to be for me. I had only one yesterday, who instantly stopped moving when he saw the Blight and was handled appropriately.
Edit: blame the autocorrect ;)
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Ive sadly had alot of dcs :( today alone i think i had 3 Dcs and 1-2 killed themselfs on first hooks. Its getting quite annoying honestly.
Then i had survivors in lobbies with names like if its this and that killer i DC... i just skipped those lobbies instant :D
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We have reported the AFKer in the chat. I'm not sure it helps though.
Survivors like these should be reportable just for their name.
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Survivors playing immersed has always been a (frustrating..) thing—this patch didn’t create the play style. BHVR is trying to encourage a more hide and seek approach to killer counterplay by shortening chases.
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Problem with that playstyle is that the gens wont do themselfs. I dont play immersed unless i have to and that means on death hook, and even then i try to do my best to help others and do gens.
I have so many matches where me and maybe my BF do gens and 2 others just run around the map or hide at corners and those matches are automatically hatch matches, and what makes it worse its usually one of the hiders that get away or the killer lets them out because they did SO MUCH in that match :D
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the thing is that they have all the stats themselves and could provide it to the playerbase with an API. of course they wont do this because that means extra work but I'm sure it would also expose major flaws in their game design which would be bad pr for them. they introduced mmr to make the game more competitive, but completely forgot that you cant just implement MMR and call the game competitive.
you actually have to design the game around this and implement mechanics to do this. LoL provides an API where players can monitor stats and see what builds are working, what comps are working, win rates, etc... because its a competitive game. CSGO does something similar.
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Not speaking for or against immersion as I do think its value is situational, but if BHVR is trying to up the horror aspect of the game then encouraging an immersive play style at least makes technical sense. Gens won’t complete themselves but base gen time was increased, gen slowdown/regression perks were improved, and survivor chase dynamics were nerfed. All of this encourages survivors to play more cautiously.
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I think the reason those stats are concealed (and not just these, but other stats particularly relevant to the survivor experience) is because they could create backlash. To their credit, however, BHVR tries to be somewhat transparent about overall player performance. It isn’t common for a game to release stats about playerbase, win/loss rates, etc., so it’s kind of nice that they share what they do.
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My kill rate is 1.5
It's significantly worse than it was 12 months ago.
Granted, I took a 9 month break, so I'm pretty rusty. And they haven't bothered to put in the "lower your MMR after long inactivity" feature yet.
But the point remains: Survivors who're stomping killers in-game don't bother to post on this forum to complain (or make new accounts to artificially increase the number of 'voices' echoing their complaints). They just enjoy their victories and go on with their lives.
And based on the groups I play against, there sure are a lot of 'em!
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i think its pretty common for competitive games to do this. as mentioned before CSGO, LoL, Valorant, DotA2, AoE4, etc... all do this.
if they didnt make the transition to MMR and calling this a competitive game this wouldn't be an issue. however, since the transition they've been very quiet and even the stats they do release are obviously carefully curated. if the game was balanced well there wouldn't be any backlash but i suspect there is a large disparity in survivor rates between solo and SWF (duo/trio/quad which in total account for 50% of the games). likely the overall survival rates are inflated by people who play a lot and in squads. casual solo players i imagine have much lower survival rates than swfs and this includes the notion that swfs are overwhelming altruistic (i.e. if your a killer against a swf you can tunnel and they will be much more likely to throw the game). if swfs actually played to escape like solo did I expect the survival rate to be even higher like around 70-80% for the SWF.
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Bhvr only wanted to give killers more kills, that’s all. If they wanted us to play immersive they would nerf darkness revealed, a totally busted perk with lethal pursuer
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I could be incorrect, but hasn’t BHVR mentioned previously that DBD is/was intended to have more of a hide & seek formula? Perks that help track survivors exist so survivors cannot hide forever. But survivors are encouraged to hide (and lockers aren’t the only way to do this). Ah well. Perhaps the design was meant to be mixed. Either way, there has been an influx of anti-loop killers since the first chapter, to a point where anti-loopers have become more common than generic M1nners. That feels intentional.
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Wait really? Artist is kind of meh imo. She places crows survivor leaves loops. And if they’re decent dodging crows isint too hard. It’s pretty difficult good survivors to force a down with her anti-loop.
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The worst part of the stats is they ignore dcs. As a survivor if your teammate dcs and you get wrecked, you arent thinking "well someone dc'ed so getting completely destroyed doesnt count!"
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I wonder what the DC rate is up to compared to before now.
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I've seen quit a few using it as well and the funny thing is now when I get hit with a DH normally I'm like dang good DH or s*** I forgot they had DH. It's still an effective perk if used right just not completely busted like it was.
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This isn't super scientific or anything, but I keep my own stats on my survivor games, and the kill rate from 5.3-6.0 combined was 52.77% and 6.1 is 55.63%. Noticeable increase but not crazy drastic.
Here is my table if you wanna look at what I have patch by patch:
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