http://dbd.game/killswitch
Will we ever get updated escape rate stats?
One of the most frustrating things about this game is the complete lack of stats. BHVR releases game stats only very rarely, and the stats that they do release don’t really tell us anything about game balance, relative strength of killers, etc.
The most interesting stats that they have ever released IMO were the average survival rates back at the end of 2023. I’ve seen nothing similar since then. Will we ever get these stats again? The forum is full of arguments about game balance and whether solo queue is too weak, SWF is too strong, killers are too weak/too strong, etc. Lack of transparency with the game statistics is helping feed a lot of these arguments.
Comments
-
I'd like some official stats in general. Killer pick rates and their kill rates. Survivor pick rates, escape rates etc. Lets see where we're at now.
16 -
As long as it exclude certain stats that could potentially cause more issues and arguments between users to emerge, i see no issue with this.
8 -
It's important to include the DC matches too, to reflect the actual reality of what's going on in your average match, instead of some hypothetical ideal where every survivor is a pro comp player in a 4 man SWF. DC's would bring the kill rates so high that survivors would be outraged so it wouldn't be a good PR move for BHVR. And while yes some DC's are for petty reasons most of them are actually because a Nurse or Blight or some other OP killer steam rolled the whole team at 3-5 gens and one player rage DC'd.
-4 -
A big problem is that stats are highly unreliable in a game without a standardized load out and goal.
Games without tomes active vs games with tomes active throw any relevant stats out the window. As do killers that pad their mmr by going 8 hooks then forcing gen simulator. Or how about people going for achievements, running non-standard builds to accomplish a non-W goal... or how about bully squads, that lower the escape rate by not playing objectives and just harassing the killer until they inevitably die off..
Any stats you get for this game are so corrupted variables that could vastly affect them, you either need to track all those variables giving a mess of unorganized data even at your best organization, or irrelevant information.
Kill rates alone are barely anything because of dc penalties. Is doctor good? Or are the numbers just padded cause of the visual pain it causes some people?
Oh, pick rates. Is Myers pick rate not boosted by the est 50-150 games per person it takes to get the achievement? (More if you like scratched mirror and/or tombstone)
Is huntress pick rates higher in 2v8 because she's good, or because it's the best time to get the sniper hatchet achievement?
Even test server is a bad judge, because it centers on new releases, and new release counters (although that would be the most reliable data any stats can give)
Personally, I would be much more interested in my personal stats and picks and kill rates than anything globally that I wouldn't know just how heavily falsely skewed it is.
-3 -
Why would they give us useful stats? We just misread them intentionally to make whatever point the community is obsessed with anyway. There's basically no benefit to BHVR for giving us them.
9 -
there’s plenty of killer DCs that would be reflected there too.
1 -
I would love hooks to count towards killer strength stats instead of some made up percentage.
Killer gets 4 downs or dc /bleed out = 4k.
Zero hooks. Is killer too strong?
Unfortunately at the moment going for hooks actually hinder the killer hence the slugging meta.
If it was me I'd have ALL hooks do some slight gen regression and alter gen regression perks.
Make going for hooks worthwhile and make the game what it should be - chase and hook.
They can publish whatever rubbish they think is the killer rate but it means nothing if they are counting dc and bleeding out as killer wins/strength.
-4 -
They can publish whatever rubbish they think is the killer rate but it means nothing if they are counting dc and bleeding out as killer wins/strength.
Games with a disconnect are not ever counted in kill rates. If anyone disconnects at any point, the game is thrown out and doesn't count toward the kill rate in any way. The devs have confirmed this time and time again.
They also have a limited view of "giving up" in that they track (but usually don't give to the community), which is games where someone dies on their first hook. With the skull merchant, they actually gave those stats for her specifically, and it was about 2.5% difference. So in an "extreme case" it didn't change the value that much, since she went from a 71% insane kill rate to a 68% with no disconnects and no deaths on first hook (giving up).
3 -
survivors dc far more often
-1 -
or people could stop dcing, and play the match so that they can include the data. If you care that much about things you think are unfair then stop it, play the match. Take it on the chin , and stop tainting the data, so that they can look at it. This logic is flawed “ I feel like it’s unfair so I’m going to just leave and make sure that the match I’m in gets thrown out from the data, they should really look at this though” It doesn’t really make a lot of sense to argue from that point. Just stay and make sure it doesn’t get thrown out so they can look at it.
4 -
I'm not the one DCing lil bro. They do look at DC data and they can include DC matches but they won't because it's bad PR for BHVR to show the true kill rate and how high it actually is
-3 -
That 2.5% number seemed SUPER low to me. Just in general, you have ppl giving up against any killer in way more games than that and SM had probably the highest suicide rate. It really makes me skeptical about the accuracy of the stats. I have back to back instant suicide attempts sometimes when I play PIG, with on average it happening in probably 20% of matches.
1 -
This is where the global statistics are an average, and doesn't necessarily reflect the experience of an individual.
There are players who go on 3k and 4k streaks for hundreds or thousands of games. There are solo q players who can play an entire weekend and maybe escape twice in 30 matches. But those aren't everyone's experiences.
People also misinterpret things a lot on these forums, such as: "everyone is a cheater" and "I only ever go against a full 4 man SWF".
This, though, is why I'm glad that BHVR kind of stopped giving out stats as much. This community doesn't know how to understand them or interpret them.
SM was a huge red flag, will a kill rate astronomically higher than every other killer, survivors saying that she sucks to go against, and even killers saying she felt like crap.
Yet with all of those indicators, and statistics supporting that she needs to be desperately reworked and isn't in a good place at all, there are people who looked at all of that, and did what you did: ignore almost all of it and actually insist that she should only be buffed. Which, doing so would've only make the kill rate and the survivor experience worse.
At that point, those people are deliberately ignoring (or intentionally misinterpreting) the stats because it just doesn't suit their narrative.
3 -
Yeah agreed, i had it happen in EVERY SINGLE match i ever played as SM and as a survivor against her (which wasnt alot tbh because she was still a low pick rate killer). Im not buying the 2.5% statistic, there's gotta be a whole lot of giving up that was getting mixed into the kill rates, which also explains why it was so excessively high.
1 -
You are very real for posting this. I agree with you 100%.
I understand that some statistics would be detrimental to the health of the game (#kills/#survives)
But what about the happy statistics?
How many unique players/friends have I played with in the Fog?
How many times have I helped other people escape with my care and effort?
1 -
Yup 100% people ask for data to fit their narrative and deliberately misinterpret things.
Like saying if you get:
"less than the average 40% escape rate in soloQ then its not the games fault."
Which is funny as we have players with several thousand hours behind their name, play this game as a career on twitch, and across nearly 300 soloQ games those people dont even get 40%.
People just dont know how statistics work or how data is gathered it seems.
And I'd agree with you, they shouldnt post stats so often, people use it as a weapon in horrible arguments rather than anything helpful to the community. The OP is a perfect example saying they think as much as wellLack of transparency with the game statistics is helping feed a lot of these arguments.
4 -
Them factoring other info in could actually help so much on data collection.
How much time was spent on totems? Were there any hexes or survivor totem perks that made cleansing them necessary?
How much time was spent searching chests? Did those survivors already come in with items or not?
How fast did survivors do the first few gens? How long did it take them to do the final one? How much did each teammate contribute? Who had gen perks?
How many seconds did the teammates wait til unhook? How much did each teammate contribute? Did the unhooker have unhook perks?
How long were the chases? Did anyone have exhaustion perks? How much did each teammate contribute? How many strong tiles like shack or jungle gyms were there?
How much time was spent on healing? How much of it was done? How much did each teammate contribute? Did the healers have any healing perks? Did the killers have any Mangled, Hemorrhage, Broken, or other anti-healing effects?
I don't suppose that the devs are tracking all of this data now, but I hope at least some of it. I mean, you can't possibly expect to balance a game off of pure kills and escapes. But it almost seems like that's what they're doing.
-1 -
You have a good point. It's like people still expected Chess Merchant, even though that playstyle got entirely removed.
Also, why would people "go next" against the Pig, when they could instead "boop the snoot" 👉️🐽0 -
Well, it's the devs' literal fault for the SWF confusion. "I face SWF all the time" would be instantly confirmed or debunked if they showed and indicator, post-match. So all killers can go off of right now is if the team was all other-platform and/or gave a sweaty match.
At this point, I don't really care about Skull Merchant. They can do whatever with her. I just don't think the level of DC'ing we've seen against her is ever justified, like literal giving up before they've even been able to determine the caliber of their opponent or teammates. What, because you got downed early or something? Countless killers have lost even with an early down. It's about everyone putting in effort.
This might be unoriginal, but maybe they should just change the drones the patrol the map like zombies. That way they don't act like mostly worse, potentially way better Trapper traps that are always at desired gens.
But in terms of reworks they actually gave her, I think the current version, especially before the nerf, was way more preferable and counterable. The scan lines can be countered by standing still or crouching, give a sprint burst when they apply the claw trap, and now only give a speed boost on a recently placed drone scan. And with the 8-kick gen limit, 3-gens are just a matter of teamwork, patience, and getting the regression events down. If people can't handle that, I don't know what to tell them. I would like killers during Undetectable to either be all silent or all make a little noise, so that killers like Skull Merchant don't technically have super stealth, because she makes like no noise.
-4 -
I understand what you’re saying, but I also understand how something like a player that got replaced by a bot could mess with data and outcome. So unfortunately the matches do get thrown out.
Sometimes it’s not some giant conspiracy theory , it’s bad data to gauge anything off of. So that’s why I say stay in the match so they can look at it. If anyone feels like something is unfair find a way to verbally articulate your issue using who, what, when, where , why statements to give a clear picture, instead of going next on the hook.
Idc who’s doing it, I was just pointing out the logic of the argument is flawed. Could be my own mother and I’d still say the same thing.0 -
Here’s a point that you and I might actually agree on: I think if one survivors DC’s, all others should be able to leave the match without penalty. At least then we could have arguments about whether the game is balanced in “normal” matches and not have to consider those matches where survivors didn’t have a chance because someone DC’d
1 -
I didn’t say they don’t.
0 -
It would be nice to see what the actual win rate is rather than just individual escape rate. By win rate I mean how often 3 or more survivors escape. I’m convinced this number is nowhere near 40% since they exclude hatch games from the stats from my understanding.
0 -
Stats are nice but I don't really care to know my win/loss ratio and think adding it as a thing would just encourage people to a) always play to win more, b) insult or attack others who have a lower W/L ratio to imply that player is "skill-less" or "bad" as a form of bullying, c) encourage a competitive over casual style to the game - opposite of what BHVR is trying to do.
0 -
well the problem with escape and kill rates stats is they’re not 100% accurate because a lot of them aren’t legit. You have so many survivors giving up on first hook that plays a factor in it.
-2 -
T'wasn't me! 🐽🐷
0 -
The statistics must be so corrupted by disconnections and surrenders that it should come as no surprise that they prefer to keep it to themselves.
0
