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To those calling Nightlight Innaccurate

caipt
caipt Unconfirmed, Member Posts: 706

I have compared the officially released statistics to the ones on nightlight in descending order. top ten for killer:

Official Nightlight

Surge/Jolt - 20% Pain Res - 21%

PGTW - 20% PGTW - 20%

Pain Res - 17% Surge/Jolt - 20%

Sloppy - 15% Lethal - 16%

BBQ - 12% BBQ - 16%

Lethal -12% Corrupt - 14%

STBFL - 11% STBFL - 14%

NTH - 11% Deadlock - 13%

Corrupt - 10% Sloppy - 13%

NOED - 9% NTH - 12%

The largest disparity is 4%. Ultimate weapon was released 4 days after these stat's time frame, and since its only been out for about 35 days that could shift it a decent amount, but possibly not enough to prevent a top ten.

All but deadlock and noed are present in both lists. Nightlight may not have perfect accuracy, but its at least very reliable for general perk usage.

Survivor

Official Nightlight

WoO - 28% WoO -32%

MFT - 21% MFT - 26%

Adrenaline - 20% Adrenaline - 26%

Resilience - 19% Resilience - 21%

Lithe - 16% Lithe - 17%

Self Care - 15% SB - 12%

Deja Vu - 13% Deja Vu - 10%

SB - 13% Dead Hard - 10%

Dead Hard - 10% Prove Thyself - 10%

Kindred -10% Bond - 9%

The largest disparity is 6%. The first 5 perks are exactly the same on both lists, splitting off at self care. Deja vu is in the same spot, DH has the same %.

Prove, bond, kindred, and self care are not present on both lists.

Comments

  • Marc_go_solo
    Marc_go_solo Member Posts: 5,347

    I've always supported Nightlight as another source of info. Before it, quite a few people believed the Steam chart was a good measuring stick of the game as a whole but the PC was only one of several ways to play it so I could never understand why people clung to this so.

    Nightlight of course is reliant on player participation and what data to put in, but in order for enough data to be manipulated to reflect a bias over real results would require thousands and thousands of players to be in on it and I just can't see people doing that so cohesively.

    It's a useful source to get information from.

  • WilliamSN
    WilliamSN Member Posts: 524

    Those "disparities" happen because nightlights nature is geared towards mid-high mmr players.

    "Official" stats include everybody, even the fresh installs who only have the basegame and perks , so they are forced into using SC , for example.

    Nightlight reflects the data from the actually valuable dataset, which is mid-high mmr where people have DLCs and therefore a choice + they know how to actually optimize and play the game efficiently.

    I'd argue nightlight is quite honestly better than official just because official includes all the casual / low mmr bloat stats.

  • zarr
    zarr Member Posts: 1,053


    Even if that were true (we have no real way of confirming this, it would ultimately be speculation and the stats might not line up with official mid to high MMR stats even if most of the players reporting on Nightlight actually were to fall within those brackets, because the people that choose to report might have similar reasons for doing so, or they may only report part of their matches rather than all of them, skewing the data), BHVR is developing the game for the global live balance experience, not just the experience in advanced MMR brackets. I will also say that it is my conviction the MMR cap is so low that even players around 100-200 hours can be and regularly are captured by what we would generously call "high MMR", so balancing for experienced and knowledgable players wouldn't even make sense from a "high MMR" perspective, not until they actually make the matchmaking more consistently pair players of comparable levels.

    The issue ultimately however is that clearly, BHVR's balance decisions are more or less completely at their own whim, rationale and reasoning. Even insofar they are based on stats we have no real insight into just how much that informs their decisions because they share very little and only very generalized stats. There are so many completely disparate "balance aspects" in the game (think Blight add-ons being buffed versus Demo add-ons being nerfed, for just one extreme example out of hundreds such), we have no reason to believe that any set of however representative stats would change their... "philosophy", let's say, when it comes to these things.

  • JPLongstreet
    JPLongstreet Member Posts: 6,170

    The vast majority of the playerbase is in the low to mid MMR area, and that's where they mostly balance for, and what they keep in mind for changes mainly.

  • WilliamSN
    WilliamSN Member Posts: 524

    That kind of balance perspective is what leads to blatantly busted perk designs.

    Balance should inherently be done with the most efficient/ best players in mind.

    A perk balanced in high mmr is a balanced perk for any mmr, due to the nature of trickle down Balance.

    It's plain obvious to see that if they buffed a perk like hyperfocus because "low-mid mmr players struggle with their skillchecks" , it would lead to absolutely horrible gen slam matches in the high MMRs because people actually hit their skillchecks.

    ---

    Ironically people call mft balanced because of this exact problem. "Well MFT in low ranks has minimal effect, it's only the good loopers that make it seem busted"

    Imo, MFT is long overdue for a ol yeller treatment.

  • WilliamSN
    WilliamSN Member Posts: 524

    Usually you're supposed to provide a valid counter argument with some kind of evidence, not just go "well you're wrong lol".

    Perks that are balanced at high mmr are balanced at lower mmrs this is defacto.

    A perk *looking* like its good because the other side has severe skill issue is not a *balance problem* it would be like claiming any means necessary is overpowered when you refuse to kick pallets / do chase cleanup.

  • WilliamSN
    WilliamSN Member Posts: 524

    Original ruin wasn't balanced at high mmr to begin with.

    It takes AI level of "skill" to pull off greats 100% of the time just to *not lose progress*.

    And i highly doubt people had "totem spots memorized". Like sure you can remember a couple predetermined spots per map, but remembering 5 totem spots per map + every single tile permutation on said map is downright impossible.

    But sure, keep throwing up perks.

  • WilliamSN
    WilliamSN Member Posts: 524

    Yes... lower mmr players are indeed expected to improve overtime instead of complaining , thats the whole point.

    If low mmrs struggle to hit skillchecks we don't go and make skillchecks easier to hit because that will fundamentally break high mmr and gut skillcheck perks, you just teach them how to listen to the sound cue and practice in order to get good.

    If a low mmr claims ghostface is overpowered because of his stealth we don't nerf ghostface, you tell the low mmr to turn his neck and be vigilant.

    Perks are a problem when no matter how good you are they are still opressively strong and you can't work around them.

    FTP+BU are a great example of something that regardless of how good a killer is, he cannot outplay or work around the insta pickup+10s endurance.

  • Pulsar
    Pulsar Member Posts: 21,072

    You didn't need to hit all of them, just enough to get the gen done. Worse players couldn't hit ANY without either missing or blowing up the gen.

    Likewise, yes, we did have totem spots memorized. There weren't THAT many maps and the RNG has been the same for 7 years.

  • WilliamSN
    WilliamSN Member Posts: 524

    I've already adressed ruin in a previous post, the perk isn't a valid example because it fundamentally wasn't even balanced in high mmr.

  • JPLongstreet
    JPLongstreet Member Posts: 6,170

    They do not balance that way. They've consistently made changes this way forever. If players actually want their suggestions seriously considered they need to keep the entire playerbase and all platforms in mind. It's how they do things.

  • Steakdabait
    Steakdabait Member Posts: 1,296

    I think it's also notable that nightlight is a self reported stat tool. Which most likely means that a lot of the stats are centered around bettter players since i really doubt a newer player cares or even knows about nightlight.

  • Mr_K
    Mr_K Member Posts: 9,321

    How do the killer pick numbers compare?

  • zarr
    zarr Member Posts: 1,053
    edited October 2023

    Stats for kill rates are also taken from submitted survivor matches exclusively. That means the stats represent the average kills random killers get against survivors on the more experienced side. Even if we were to assume that people reporting on NL don't have certain motivations for doing so (such as wanting to submit games in which they did well), this still skews the stats very artificially. Not least because more experienced and dedicated players that would even know about NL and be motivated to submit matches can also be expected to be playing SWF with other (experienced) players much more often than the average random player.

    Fairly well. Of the top 10 killers between August and September, 9 are present in both stats (Xeno, Wesker, Huntress, Blight, Legion, Wraith, Myers, Nurse, Ghostface), the only difference being that NL has Nemesis and BHVR Trapper. The pick rate % difference is also not too great, with both having Xeno at 14% and the biggest discrepancy between the stats being 2% (Wesker NL 7% and Wraith NL 4% vs. Wesker BHVR 5% and Wraith BHVR 6%), average deviation more so being around 1%.

    Although it again has to be kept in mind that given how large the numbers the stats are derived from are, even small percentual differences are quite significant. And also that a, say, 2% difference from 6% is a 33% deviation. Pick rates on NL are also based on submitted survivor matches exclusively, which I think actually makes them more representative of the global average. If they were to include reported killer stats, I am pretty sure that the pick rates would change significantly given that it would then skew toward killers more experienced and dedicated players prefer to play.

  • brokedownpalace
    brokedownpalace Member Posts: 8,813

    I think kill rates would be a more important comparison to make. A perk being used 18% vs 24% of the time isn't going to matter much (though it's still a statistically significant difference) but a 54% kill rate vs 60% is.