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Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Commonly cited killer main myth debunked.

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Comments

  • LordGlint
    LordGlint Member Posts: 9,779

    Now think about this for a moment...

    You're playing survivor. You get killed off quick but shug it off and go into the next game. Do you mean to tell me you could "win" your first game while halfway through your 2nd if those other survivors lock in enough?

  • Rapid99
    Rapid99 Member Posts: 326

    Kill rate is not win %…

    And also… kill rate is a flawed stat to go after because survivors go next and kill themselves on hook. Do you know what stat that boosts when they do that?

    I'll let you take a shot in the dark.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    No, if you leave the game, you essentially would cash out and abandon any future awards you may have gotten. That being said, I dont see why getting rewards if you left once the original match concludes would be a problem - why not? I suppose that'd be tricky to program in, though.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 11

    Bruh, kill rate isn't win rate, lol. To put it into perspective, a 75+% kill rate is required to win a match (a 0k is 0%, a 1k is 25%, a 2k is 50%, a 3k is 75%, and a 4k is 100%). A 60% kill rate is on average killing 2.49 survivors a match which means a 60% kill rate equates to getting at least 3 kills slightly under 50% of the time. A 2.5k average would be a 62.5% kill rate which would equate to an even 50% chance to get a win.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    highest MMR? Are you literally aware that the "highest MMR we are talking about is so easy to achieve that you can reach it with 200h only? This is like saying Gold-Platinum players in League of Legends are PRO players

  • Reinami
    Reinami Member Posts: 6,603
    edited June 11

    I think you are misunderstanding the statement that "the average survivor sucks"

    It is a true statement, and it is more about solo queue than anything else. If you queue in solo queue, there are 4 survivors, and 1 killer. That is 4 chances for one of those survivors to be bad at that game, whereas the killer only has 1 chance. All it takes for survivors, is for 1 person to be bad and for that to bring the whole team down. That is fundamentally how the game is designed. Imagine a world where we had a perfect bell curve of skill level for players. Even assuming MMR is doing its job, each player has about a 34% chance to be bad at the game. If the killer is bad, they lose. But if only 1 survivor is bad, it significantly increases the odds that the team will lose.

    With a 34% chance of being bad, what are the odds a killer is bad? Well, 34%.

    What about the survivors? Each one has a 34% chance of being bad, which would equate to a 71% chance that somebody on the team is bad

    Now you see where the "average player is bad" makes such a difference in an asymmetrical game that is designed for one of the sides to work as a team.

    What i generally prefer to look at, and it is true for any multiplayer game, is look at what the best of the best players in the world are doing. For some reason DBD players have this fascination with "we need to balance for the average player" which is just completley not how it is done for literally any other multiplayer game in existence. Sure, changes can be made that account for those players, and characters have been reworked in other games. For example, LoL reworked Xin Xhao because he was a noob stomper, but actually quite bad in high level play. But balance decisions should always be made with the top player in mind. Because the top players the ones who are able to exploit the imbalances in the game better than anyone, and they are able to help you, as a developer, find those imbalances.

    Here is a video i post here frequently that i'm sure some of my hater will come in and insult me over. But i think it a solid video that explains my stance on balance perfectly. Its a solid video i suggest you give the whole thing a watch, but i timestamped the relevant section. They are talking about TF2 here, but the concept itself transfers over to any game:

    Now, looking at the best players in the world. Lets take the top 4 survivors in the entire world, and pit them against the best killer player for each killer in the world and have them play 10 matches, on a hypothetical perfectly balanced map with no RNG. What do you think happens? I suspect that nearly every killer would get maybe 2 wins tops? With ones like wesker, ghoul, and spirit locking in maybe 3-4. And nurse and blight managing to cross that 5-6 mark.

    That is a big problem. And i don't understand why people don't care.

  • LordGlint
    LordGlint Member Posts: 9,779
  • terumisan
    terumisan Member Posts: 2,181

    wait a sec a 4 man swf has a 48% winrate they're almost escaping 50% of the time

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    Some games do that. If you get eliminated, you can leave and do your next match. Once the match concludes, it sends out the match results rewards to everyone. I'm just saying it's possible, but probably too complicated\complex to be worth doing for such a change to DBD.

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    no, nobody is talking about "dozen of comp players" (which aren't really just a dozen, gotta disappoint you) but about poor matchmaking yall are constantly weaponizing to talk nonsense about balance when the problem is literally MMR mismatching <3

  • Rogue11
    Rogue11 Member Posts: 1,959

    I said "dozens" as in plural. If you're going to quote me at least do it accurately. It could be a couple hundred and it wouldn't matter. It's an insignificant fraction of a fraction of the playerbase that doesn't represent anything positive for the culture of the game and shouldn't be looked to for guidance on balance. Winstreaks and comp mentality are killing the game for the average player that just wants to have a fun semi-competitive match.

    When we had somewhat accurate matchmaking winstreak killer streamers whined until they got what we have now. That is, 95% matches where they don't have to break a sweat while reading chat and 4k'ing at 5 gens some poor players that just wanted to hop on for a couple matches after a long day of work.

  • jedimaster505
    jedimaster505 Member Posts: 287

    The number of "chances" a killer or survivor team has to be good or bad is completely arbitrary. You could say the killer has a thousand chances because every moment is a new opportunity to make a good or bad decision over the course of the match. You can define a survivor team of 4 players as a single organism that functions as a whole unit, with the entire match being one single, continuous event. Defined in this manner, the survivor team has only 1 chance to be good or bad and the killer has thousands. Your definitions are simply biased in the opposite direction of what I have just described. Basically, you are confusing yourself with motivated reasoning like in Zeno's paradox.

  • jedimaster505
    jedimaster505 Member Posts: 287

    Only 4 man SWF at high MMR. 4 man SWF overall does almost as bad as solos and high MMR overall does almost as bad as solos too.

  • terumisan
    terumisan Member Posts: 2,181

    or if a 4 man swf and a solo are similar that means survivors are not escaping slightly less than half their games which is actually a lot

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    30k+ players is not just some "fraction of a fraction" but let's move on.

    It's an insignificant fraction of a fraction of the playerbase that doesn't represent anything positive for the culture of the game and shouldn't be looked to for guidance on balance. Winstreaks and comp mentality are killing the game for the average player that just wants to have a fun semi-competitive match.

    1. those people literally want the game to be as balanced as possible for both sides so that none of the sides gets stomped, but your logic is that game getting more balanced is somehow...less fun?

    2. Many winstreaks are not even done by comp players at all and it literally isn't comp mentality that is ruining the game, it's literally people that want the game to be as easy for their side to win as possible to the point where they don't need to invest any time into learning due to game being on full autopilot. Not to mention people who simply play to cause frustrations to other players (bully squads, killers bleeding people out for no apparent reason).

    When we had somewhat accurate matchmaking winstreak killer streamers whined until they got what we have now. That is, 95% matches where they don't have to break a sweat while reading chat and 4k'ing at 5 gens some poor players that just wanted to hop on for a couple matches after a long day of work.

    people who were complaining about MMR system bring too "loose" were the ones made fun of and community was massively pushing narrative that MMR shouldn't exist. Yall think it shouldn't exist and then complain about people making winstreaks pretty much thanks to bad matchmaking.

    Ohh and btw, i also have a full time job, also hop on the game for couple of matches and i still find it more fun to have an actual match where everyone gives their best rather than stomping some random soloQ squad with fresh install in their team.

  • DevLinky
    DevLinky Member Posts: 70
    edited June 12

    Can't edit, but the winrate would be closer to 55-65%. Got a bit over the top with the 75%.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    High MMR doesn't mean pro level. Its very easy to get to high MMR in DBD considering the ceiling is so low. High MMR just means a level where they have enough experience in the game to know how the game actually fundamentally works. Someone at 200 hours could easily hit High MMR. In other words, once everyone has the fundamentals down to the game, 4 man SWFs have their members at an average of a 48% escape rate.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 12

    This isn't some weird or usual math, it's literally basic math. A 60% kill rate means on average over thousands of matches, the killer would get a 3k+ sliiiiightly under every other match which comes down to roughly 50% of the time. 62.5% would be on average 2.5 kills per match.

    According to your "math", kill rate is win rate. That is realized to be flawed pretty quick with this example. If kill rate is win rate, then let's put it to the test. In this example, let's just say the killer plays 1000 matches and only ever gets a single kill. That puts him at a 25% kill rate on average. According to you, he wins 25% of the time, or 1 out of 4 matches. Please explain how the killer, with a 25% kill rate over 1,000 matches who gets a single kill every time somehow won 250 of those matches? Its incredibly clear that kill rate does not equal win rate. Now of course a killer will not kill the exact same number of kills every match, but in math, the model would work in every example situation, and im providing an example that points out the failure in logic to claim the kill rate is the win rate.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    You're looking at this wrong.

    There are four survivors in a match, and matchmaking is virtually nonexistent. One bad survivor is enough to throw the game. If they go down quickly and the other survivors need to expend resources and time helping them, or taking hits and downs to get them off hook or keep them standing, then that survivor is why you lost the game. If that survivor is off crouching in the bushes because they're on death hook while the rest of your team is running around massive dead zones because that one bad survivor pre-dropped every pallet against a Bubba or Billy, that survivor is why you lost the game.

    If that bad survivor gives the killer a free down because they tried to sabo right in the killer's face or went down trying to body block the hook when the other survivor had no chance of wiggling, that survivor cost you the game. I've snowballed an entire game off of one survivor, while injured, stubbornly trying to flashlight save their teammate through Lightborn. She just stood there while I marched right up to her and knocked her down. Boom. Two basement hooks at four gens. Game over, I win. It doesn't matter how well the other guy looped, or how well the other two can play. I can just camp the basement and win the game.

    That's how team games work. You're only as strong as your weakest link. It's part of what makes SWFs so powerful. It's not JUST comms. If you know each member of your team is good and will do gens, on top of bringing a decent build, then you have a much better chance of winning.

    That's why killers say that "bad survivors are the reason solo q sucks." Four decent to good solo q survivors can win, even against a decent killer that's tunneling. It's not guaranteed, but there's a fair chance of winning. Three decent/good survivors paired with a bad survivor is probably going to lose. That's what happens when you prioritize speed over accuracy in matchmaking. Sure, sometimes you and your squad get to stunt on some baby killer. Other times you get paired with a Sable who runs to the basement to self heal every time they get injured by Legion.

  • terumisan
    terumisan Member Posts: 2,181

    isn't comp entirely separate and don't they shackle survivors hard since they're too strong?

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    comp scene is separate from pubs and is played in customs yeah, but nah, they don't really shackle survivors as most killers average 6 hooks at most even with strict rules and hard restrictions on survivors.

    Not to mention that some of the most obnoxious survivor perks like OTR, Reassurance and Babysitter are generally banned across all killers + it's strictly forbidden for teams to have more than one of the same perk. Addons are strictly limited to green ones too, meaning stuff like Syringes and BNPs are strictly forbidden to use, same on killer side with some exceptions (e.g. Billy is allowed to use iri engravings because majority of his green addons are terrible)

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 13

    I provided an example that shows how flawed the idea is that kill rate is equal to win rate. You're response is that win rates doesn't matter anyway? Come on, man.

    You're telling me you believe that someone with a 50% kill rate wins half of their matches in average. If someone is only getting a 2k every match on average, they arent winning half their matches even with variants like occasional 0ks or 4ks. Someone with a 25% kill rate isn't winning a quarter of the time. Conversely, Someone with a 90% kill rate is winning every game on average, even someone with a 75% kill rate is.

    The only difference between someone with a 75% kill rate and a 100% kill rate on average is that one on average kills 3 survivors and the other on average kills all 4 survivors. However, both on average are winning all (100%) of their matches. No matter how you view it, the idea that kill rate is win rate doesnt hold any water. Putting it to any real tests or thoughts reveals the holes in the idea.

    Post edited by RpTheHotrod on
  • crogers271
    crogers271 Member Posts: 3,251

    comp scene is separate from pubs and is played in customs yeah, but nah, they don't really shackle survivors as most killers average 6 hooks at most even with strict rules and hard restrictions on survivors

    You're the one who told me where DbDLeague posts their stats.

    They posted stats on the 9th. The absolute lowest is Unknown at 6.5, then there is a jump to Houndmaster and Slinger at 7.42 and Slinger at 7.5, but after that all the killers are in the 8, 9, 10, and even 11 (Blight, 11.3) range. The total average is 9.04 on hooks which really looks like they've over nerfed survivors.

    Not to mention that some of the most obnoxious survivor perks like OTR, Reassurance and Babysitter are generally banned across all killers + it's strictly forbidden for teams to have more than one of the same perk. Addons are strictly limited to green ones too, meaning stuff like Syringes and BNPs are strictly forbidden to use, same on killer side with some exceptions (e.g. Billy is allowed to use iri engravings because majority of his green addons are terrible)

    Sure, but the thing most people don't mention is that the survivors know who the killer is going to be. That's a massive advantage that never exists in pubs. On top of knowing the map, the survivors can craft a strategy ahead of the game which gives them a substantial advantage.

    Its why you see things like No Mither against Hillbilly. That would never happen in a pub.

    There are lots of perks / strategies on the survivor side that are strong against certain killers. DBDLeague eliminates the natural balancing mechanism of never knowing the killer that exists in pubs, so they have to make additional changes.

    It's why other leagues / tournaments (Asian / Community Cup) didn't/don't need to have anywhere near the same level of restrictions (they have/had some on both sides, but not as much as DBDLeague) because the survivors didn't know the killer they were going to get matched with (usually they played that each round there was a pool of killers to choose from).