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SOLO Q STATISTICS and experience after playing 1 WEEK and 46 MATCHES.
Hi everyone. I hope u all are ok,
I am main survivor with 350 hours of gameplay rank purple (i am between 4-6 rank).
I like to play and try improve my gameplay like the majority of players and also watch some videos from top players or streamers.
I´ve been complaining about the great difficulties Solo q survivors have on the game. The more I played the more I felt that game was unbalanced for solo survivors.
So I wrote some posts here calling for a buff / balance of the game at solo q at some threads.
Some people told me that maybe this was my impression. So I investigated and tried to find some DBD official statistic about win rate %. And I found nothing but very light stats at dbd.onteh.net.au. that didn´t serve me.
Therefore I decided to make an excel and register my own games to have precise information about the win-rate on my games.
The rules were simple. I would try my best to survive. If I died early, I would spectate the match. Dc or suiciding not allowed for me. Most of the times I was carrying a medikit with Meg, my favourite character.
Perks: bond, agility, unbreakable and Spine chill.
During games I have registered 7 aspects:
· Killer
· Quantity of kills.
· Number of escapes.
· Gens repaired.
· If there was hard tunneling or camping.
· Personal survival.
· Other aspects (killer concedes hatch, dc, suicides…)
So, after 1 week of play and 46 games, I think I have more than enough information to analyze.
Here you can see the excel and the results as rank 5 survivor.
P.D: Please. It has taken a lot of time to get this stats and analize them. And this time I´m trying to be the more impersonal i can. So let´s try to be objective and evade sensationalism.
Comments
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RED – KILLER VICTORY.
YELLOW – TIE
GREEN – SURVIVORS VICTORY
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RESULTS:
Average of kills: 3,13 per game.
Killer victories: 78,2 %
Survivors victories: 10,8%
Game ties: 11%
4 K games: 58,6% (27/ 46)
Scapes: 0,89 per game
22,75%
Gens repaired: 3,15 gens per game.
All gens repaired 30,4 % of the times.
Hard camp or tunneling: 22,22 % of the games.
Personal escape: 20%
CONCLUSSIONS: .
- Solo Q is not balanced (22,5 % win rate for survivors). Balance would be around 50 %.
- Killers vs Solo Q at purple sometimes red ranks: 78´25 % win rate for killers.
- 30´4 % of the games survivors finish all gens and are able to open doors.
And one more remark. The game I have played more is Smite. A moba similar to league of legends.
I watched some DBD gameplays and found the game interesting so I bought it and tried, And I like it so much.
At smite, you have access to your personal stats. And, independently of your level (I was between gold and platinum division), win rate is around 50 %. It doesn´t matter if u are a pro player, an average veteran or a newbie. Matchmaking will create games according to your actual level and you will have a real chance to win or lose.
DBD is not giving me a fair experience as my teams win 10% of my games, tie 11% and lose 78% of the times.
I enjoyed a lot playing DBD but I´m starting to be very frustrated and unfairly treated by the game.
I am playing less and honestly, although I love the concept of this game, I also like to compete and have challenges according to my level. I am not specially interested on winning or losing, but I need to feel that I have the same chances than the other people I´m playing with. At this time, I don´t feel that and I´m losing my interest and fun on playing DBD.
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Nice work, really good 👍
12 -
Thank you.
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Well done, thanks for the stats. I think many of us that play a lot of high ranked killer would agree that we win quite often.
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Eveeryone not in denial knows there is a huge difference in power level between solo and SWF. And yet the devs are super slow to do anything about it. Their last 'buff' to solos was adding a totem counter to small game. Which was pointless and shows the devs don't understand the difference between solos and SWF. A totem counter should have been added to the general survivor UI, so solos should not have to use a perk to get such info when SWF doesn't need to thanks to voice chat.
Buffing solos to SWF levels with QOL survivor changes to give solos more info is the only way to fix this problem without killing DBD. It's not like the devs can give across the board nerfs to killers. considering how few people play killer regularly. Survivor queue times at peak playing hours are already long enough and the lobbies filled with mismatched ranks.
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A mistake I think you should be careful not to make with stats like these is drawing the conclusion of kills relating to balance.
IE you look at high kills and you see "unbalanced". What if most those kills were the survivors playing really badly? What's more important, the kills themselves, or how/why those kills were acquired? The correct answer is the later.
You don't judge balance by people playing stupid in other words. You judge it by people playing well to determine an objective balance. This is to say I'm not discrediting your data, but I am questioning the conclusions you are drawing from said data.
You see what I mean?
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350 hrs for this experiment or 350 hrs in DBD total?
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The problem is a lobby of 4 solo Q players are inherently not going to be playing well because literally not a single person has the full picture of what's going on in the match and aren't armed with the information to make the optimal choices. They could run perks to help with this, but meanwhile a 4 man SWF can run 4 second chance perks while not missing out of any information and having a complete picture of whats going on in the match. An extremely sweaty team with 2 monitors each can even run discord screen sharing on their second monitors to literally know where everyone is at all times and is something I've actually experimented with.
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in DBD total.
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"The problem is a lobby of 4 solo Q players are inherently not going to be playing well because literally not a single person has the full picture of what's going on in the match and aren't armed with the information to make the optimal choices."
No, just because they aren't on comms doesn't mean they are inherently not going to play well. That's completely ridiculous.
"They could run perks to help with this, but meanwhile a 4 man SWF can run 4 second chance perks while not missing out of any information and having a complete picture of whats going on in the match. An extremely sweaty team with 2 monitors each can even run discord screen sharing on their second monitors to literally know where everyone is at all times and is something I've actually experimented with."
Just because SWF is better and has more information doesn't mean solo is weak.
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Hello! I haven't really read this yet, I'll take some time to. But I've seen you've done this with Excel and I wanted to recommend you this one website that tracks stats if you upload screenshots of your endgame leaderboards (although yours is much more complete this could save you time ^^)
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Balance is a statistical concept=50 %. Just that. Balance if terms of win rate would be 50% win 50 & loss. Or 33% W 33% L 33% T by any side.
It´s just statistics.
We are not discussing level of play by any side. I didn´t register that as that is subjective to judge. Just paying attention to statistics and information I could measure.
Some games survivors would have played bad, some games killer would have played bad. But we are not analizing a few games. It´s almost 50 games so we can bear that possible variation with a big statistical sample.
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Regardless of the strength of solos, the gap is a problem.
This game can quite literally never be balanced as long as it exists. There will always be an overpowered role when 1 of the 2 sides can either be strong or weak from match to match based on something entirely out of control of the game mechanics.
If the game were to truly be be balanced survivors would essentially need a base kit totem counter, basekit kindred, basekit 128 meter range bond, and base kit alert at the very least because that's all information a SWF group with 2 monitors has without equipping ANY perks by simply sharing screens with one another on discord.
Of course killers can be buffed to compensate for this, but as it is right now. This is why SWF has a problem.
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If anyone wants the w
I´m not an excel master . I had to calculate some information with a calculator indeed xD.
I´d gladly give this worksheet to anyone that wants to register their matches, but I´m afraid he would he to adjust some parameters and recalculate some forms. But if besides that, any one wants the worksheet I´d gladly give it to him.
I´ll check NightLight. Thank you very much <3
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Great work and nicely put together.
I don't want to discredit and take away from your experience, because it very much resonates with my own and many others I think.
Two important elements to every match you have to consider are: The skill of the survivors vs The skill of the killer. Why is this important?
If you are paired up with survivors that make the wrong choices (will not touch gens, go for unhooks, take aggro in general) that is a red flag already. Then you add the fact that the killer is a decent player AND goes for those people because as a killer is is very easy to spot who is not very good at chases (as an example). That will make your efforts even more challenging. I know this because it happens to me a lot, I'll be running the killer 1-2 gens pop, my teammates run the killer and go down in 2-5 seconds... yet I will sit there thinking "Why? What rank are they?!"... check in post match chat, and sure some of them are babies but also half of them were red ranks like me.
My argument is how can they make those people better players? It is impossible, only they can improve if they so wish. Same goes for the killer too. I keep seeing posts where the excuse is swf gets information solos don't, and while that is a nice argument, the same issue I have with teammates who are not responsible and generally refuse to do the objective still applies.
I am not saying that in most cases teammates is the reason why we lost. Because I also account for Map RNG, and generally who the killer was and what perks were brought. So there is more than just "we lost" and that's that.
My suggestion for the devs would be to add more DURING the lobby to better prepare. Perhaps allow us to know what perks/items are being brought. So for instance if someone is camping we know at least one person brought BT.
As a last thing, I will tell you from playing a lot of survivor (5.4k hours here) I've learned everytime I bring "niche" "casual" perks/builds, no one brought BT and had a killer who loved to camp. I learn that my build probably would have worked against someone who didn't like to use that playstyle, and so the problem then becomes RNG. You don't know what type of killer you are going to get. So my advice for you would be to bring at least 2 meta perks, which Unbreakable is already one of them, and you have that in your build.
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Very high quality post. Also I’m going to escapes “Scapes” from now on in your honour.
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Glad I was helpful. I'd love to comment on your actual findings now:
SoloQ is really THAT bad, but the thing is it can't really just be fixed with more tools for us SoloQers. Try running Kindred all games: certain teammates will still stay on their gens (without ruin). Try running BT, your teammates will still give up after you farm them. Ruin Autodidact or Solidarity and your teammates will still heal you first. They just need to get better, and you need to just get better at looping.
A tip: aggro is much less rewarded thsat stealth when SoloQing
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Good luck on that my friend! May the entity always be with you <3
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You are misunderstanding the statistics because your data is being drawn from an inaccurate pool.
IE such as if you were collecting statistics on how much muscle growth you gain from taking a set amount of testosterone. You would gather completely different data if it was from a set of people that were also working out rather than a group of people just sitting on the couch the whole time.
You are not strictly discussing the data either, you drew conclusions from that data.
"- Solo Q is not balanced (22,5 % win rate for survivors). Balance would be around 50 %."
If you said our win rate was (x) and our loss rate was (x) I would have no issue with what you said, but that's not what you said. You drew a conclusion that solo queue is not balanced from that data, which is an inaccurate conclusion to draw.
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We can agree that there is a gap and it is a problem. The difference is understanding what is causing that problem and how to fix it.
"If the game were to truly be be balanced survivors would essentially need a base kit totem counter, basekit kindred, basekit 128 meter range bond, and base kit alert at the very least because that's all information a SWF group with 2 monitors has without equipping ANY perks by simply sharing screens with one another on discord."
This is misunderstanding the problem and how to fix it.
I'm going to quote a post I put on another page referencing solo queue so I don't have to retype it all. It answers how to fix solo queue.
"Solo survivor doesn't need buffs. This thought process is treating the bad solo queue experience as the sickness rather than the symptom.
The reason solo queue is frustrating is because we have a poor ranking system, poor rank reset system, and poor matchmaking, which all 3 lead to you getting teammates that are realistically not your rank or the rank it says they're at. IE your whole team may say rank 5 when realistically they're rank 10's or lower. These issues give an unbalanced in skill match up and bad teammates. This is the actual sickness and what needs fixing.
The reason these systems are kept this way is because they cover up the games balance issues. IE putting potatoes mixed in with the good players.
How do we fix this?
Well first we need to fix the problem that keeps the need for these systems in the game which is balance. Once we properly balance from the top down then we no longer have an issue that needs covering. Then we can fix these systems and vastly improve the skill level of teammates you are getting in your solo queue matches."
Post edited by Blueberry on2 -
I also played Smite, a 5 vs 5 moba. Please check the BIG DIFFERENCE on my stats during 2 seasons.
And like in DBD, gameplay doesn´t depend only on me. There are more players. But as I told before, proplayers, average veterans and newbies have a win rate around 50%, Not a 10% win rate like I have on DBD,
People likes to win from time to time. It´s kind of a reward for their effort and improvement.
Personally, at my level 6 survivor, game is punishing me in terms of a 78% lose rate and a 10% win rate. i think it´s not so hard to see my point here.
Regarding to the MMR and ranks we have, idk. I´m not a top survivor. I don´t know if that´s my real level. But I usually play with purple and red rank killers and survivors. Even killers on green ranks have pretty beated my team as we had higher ranks.
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That's the wrong place to talk about underpowered solo Q. This forum is killer-dominated. They will try anything to deny the fact that solo needs a buff. Some killer main say that they have escape rate of 110% when they play solo, some say that all statistics lie or that you misinterpret the stats. Some will say that this is a horror game and survivors are not allowed to win and have fun in the game, they are meant to be cannon-fodder for killers to have fun. You will encounter any kind of rhetorical bs, just watch.
And BTW, as a survivor main I did similar stats with Wraith, even before he received a buff, my kill rate was about 80% until rank 5 or so and I'm not even a good killer. It's insane. After rank 5 it became much harder, until I switched to a better killer. Official stats also prove that survivors escape rate is much lower than 50%, they include SWF, solo escape rate is even lower.
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You can explain these discrepancies by looking at some of the flawed systems we have in the game. I linked it for someone else but I'll link it here as well since it explains what's happening here.
"Solo survivor doesn't need buffs. This thought process is treating the bad solo queue experience as the sickness rather than the symptom.
The reason solo queue is frustrating is because we have a poor ranking system, poor rank reset system, and poor matchmaking, which all 3 lead to you getting teammates that are realistically not your rank or the rank it says they're at. IE your whole team may say rank 5 when realistically they're rank 10's or lower. These issues give an unbalanced in skill match up and bad teammates. This is the actual sickness and what needs fixing.
The reason these systems are kept this way is because they cover up the games balance issues. IE putting potatoes mixed in with the good players.
How do we fix this?
Well first we need to fix the problem that keeps the need for these systems in the game which is balance. Once we properly balance from the top down then we no longer have an issue that needs covering. Then we can fix these systems and vastly improve the skill level of teammates you are getting in your solo queue matches."
Those flawed systems are what's causing the discrepancies, not a solo queue needing buffs.
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I'd like to have it so that I can rework it for Killer.
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This is completely different from my experience. Maybe its an area thing, or because i have more ingame time.
Only time the killer gets a 3 or 4 kill is when someone ragequits or is afk.
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Any killrate statistics are pointless without proper matchmaking. You can't know by pure statistics if the game is unbalanced or you just get cucked by matchmaking 75% of time.
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I only play solo queue if I play survivor and I've learnt that the best way to enjoy the game isn't to judge winning based on if you escape or not, I judge it on how many points I have and how productive I've been and if I've got myself a pip.
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I'm not going to draw any conclusions from this but it's interesting to see this
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As I said, I´m not very keen on excel.
On the 2nd,3rd and 4th columns (B1, C1, D1), you can calculate the average of kills, escapes and gens repaired per game. But you need to recalculate the formula as I don´t know how to automate it for all the columns. Actually is =PROMEDIO(B5:B50), because b50 is the last game I had in consideration for the analisys.
Respect to the colours on the excel, there are some conditional formatting. For example, in killer colum.
4 kills: intense red.
3 kills: light red.
2 kills: yellow.
<2 kills: green.
About the percentages I don´t know how to automate those aspects and I calculate them by myself.
Hope the worksheet be useful for you.
P.S: If anyone is good on excel and know how to automate percentages or perfectionate the excel, also´d be nice.
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Really good job. BHVR will not care but most of us have same stats on Solo-q.
Solo-Q was fine but it is worse for 1 2 years.
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This is exactly why they need to stop branding dbd as a competitive, sweaty game and instead make it a roleplaying game where you're either:
playing the killer in order to hunt, chase and kill survivors - not to "win"
playing as survivor to experience the thrill of the chase and escape the killer's grasp -not to "win"
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When you reach 1350 hours, do the same test and you Will see how different statistic Will be.
I dont want to be disrespectful or something like that, but newbies Killers vs newbies survivors, Killers Need less skill and they can destroy games.
But average killer vs average survivors, Who knows how to optimize loops and how yo abuse strong ones (Not dropping shack pallet like any other pallet) survivors has more advantages even in soloQ and escape rate increases.
And you are not counting 1 important thing, MM is trash and maybe you got matched against Killers with 2-3 times your hours, even with 10 times or more so... It is normal to get 4k or 3k Hatch.
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Idk. Maybe u are right.
I just talk from my experience at 350 hours experience and the players are matched with me. I´m not a high-experienced top player so idk about those top ranks.
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You don't have enough data to draw any significant conclusions about solo queue.
Firstly, you don't have any comparison to an attempt with a SWF to show that its not actually an issue with survivors.
Secondly, the map you play on is a big factor, so to make useful stats, you would have to do this for all the maps. (This of course discounts map RNG)
Thirdly, you only have your data points, you would need data points across all ranks and ability levels to make conclusions about Solo queue.
Fourth, there is no mention of perks, items or killer add-ons that might modify the game.
In short, this game has a lot of variables that make it hard for an individual to keep any sort of data in regards to balance.
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Fifth- Learn to read.
I am talking about my experience and my rank. I said it multiple times.
And this is much more stats than what i can take from the game (0).
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The advantage of communication (which obviously does exist) is IMHO kind of overrated, at least as the one thing that "if we give solos comms, then we can buff killers". Killers beat many SWFs daily without any buffs.Throw 10% automatic regression, 200% regression and faster killer vaulting as base on top of current kit ... this is going to make not only most solo queue games even more miserable. The problem is that all communication is pointless if no-one can run the killer for longer than 15 seconds. So maybe you get two gens done instead of one. Wow. With the average survivors, the killer has a lot of pressure, whether they can communicate or not.
Unpopular opinion: the biggest problem is not really SWF on comms (many of them are talking about the day or weather, anyway). The problem is that SWF allows you to do what the matchmaking system fails to do in most cases, and that's matching a group of survivors of equal skill level. And if everyone in the group really excels at keeping the killer busy and everyone knows maps and loops inside out, the killer may have a rough time, whether they are on comms or not.
Comms will not turn a random bunch of red rank survivors of vastly different skill levels into a super squad that could deal with much stronger killers. The first step should be to improve ranking/matchmaking.
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More evidence the game is extremely killer sided. Survivors need a lot of buffs and killer slowgen perks need nerfed. Maps need to be balanced so it's not so easy for killers to down. Survivors need way more tools to defend against the killer. Too many deadzones. If there is someone on their belly against a leatherface or wraith 10 seconds into a match every time, there is something bad wrong. BHVR needs to stop releasing "killer DLCs and killer buffs" and make the game fair for a change.
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Just pointing out how to improve stats. Because bad stats are worse than no stats at all.
But anyway fifth, taken from your own post:
CONCLUSSIONS: .
- Solo Q is not balanced (22,5 % win rate for survivors). Balance would be around 50 %.
- Killers vs Solo Q at purple sometimes red ranks: 78´25 % win rate for killers.
- 30´4 % of the games survivors finish all gens and are able to open doors.
These conclusions are not shown by your numbers as they only account for your data.
A more accurate conclusion would be "My teams as a solo survivor have a 22.5% win rate"
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Again, those conclussions are related to my OWN EXPERIENCE.
U just take parts of the different posts I wrote isolating parts of the information.
If I´m talking about my experience like I said many times, ofc those conclussions are related to my own experience and the rank I play.
And yes, I could also analize the map, the perks, the ad-ons the skins people was using, the number of heals, if anyone one founded Chomsky the gnome, if I had eaten pasta or salad that day....
Sorry but I can´t take your posts seriously. Trees don´t let you see the forest. I have taken my time on collecting data and making the analisis. You don´t even take time on reading the posts propperly. So I´m not investing more time replying you, sorry.
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My experience was much different when I kept track of stats. Solely playing in Solo Queue, my escape rate was about 60% (at red ranks). The number of gens that got done was much higher.
Here's the topic I made on it.
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Hi Ilovedbd123.
Paraphrasing you: "If you've ever taken psychology/sociology, the first thing they teach you about quantitative (number/stats) data is that it cannot give insight into how/why something occurs".
That depends on the statistics discipline you are using (descriptive or inferential) . Let´s say I´m using descriptive statistic and not inferential statistics. That´s what I´m really doing indeed.
I´m just measuring some objective facts that I can objectively measure (number of kills, escapes, and gens). I also have a column for what i intend is hard tunneling or camping (but about that, I think we both could agree on that it could be considered subjective data).
With these statistics, I get my personal statistics, I´m not claiming what is the problem here. A sum of many factors imo.
But, analising the data I reach the conclussion that independently of a sum of many factors (ability of the survivors, ability of the killer, perks used by both sides, strategies, maps....), I get:
Lose rate: 78'2 %
W rate: 10'3 %
Ties: 11'5 %
Those are my stats, And therefore I suppose some people at my level of rank or ability may be experimenting something similar.
And about, DC´s, there was only 1. It´s something I register too.
Good luck on your analisis. I would like to read it in the future.
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Good analisis. Ty.
Do you keep tracking your stats btw?
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Beside from the actual numbers you track, the perception can still be different. I also made stats covering roughly half a year from December 2019 to June 2020 when the log files were not yet encrypted. I can tell you, even if I had a escape rate of roughly 50% for solo Q matches, it always felt lower. Same for killer in reverse, you mainly remember the bad matches.
Additionally, and no offence as I know it's a lot of work to do this manually, but 46 games is a pretty small sample size as you also have to take into account random factors like the skill of your teammates and the map spawn that can only flatten out to some extend in a larger sample size.
We would need regular community stats so that everyone can find out for sure if they might just be a less skilled/experienced player. Unfortunately the devs don't deliver this.
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I've stopped playing survivor again simply because solo is so infuritating. The fact that you can go into a match with a teammate that has ZERO intention of even trying to survive can screw you from minute 1.
I'm just back to killer now, at least there if I lose its on me misplaying.
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DbD's biggest problem is not SoloQ is the fact that the game is broken at a fundamental level. The fact a Survivor doesn't have to engage with the Killer to Win/Escape is riddiculous, i doubt any Survivor enjoys the Gen Repair Simulator experience and the Lobby Sim experience. But on the other side the killer can't win if he doesn't interact with Survivors...
How is this even a thing? How can one side completly ignore gameplay while the other is forced to do it and no offense to anyone who enjoys playing Survivor but Killer is the fun side, it's the side that requires the most creativity. Why have gens at all then? Without gens Survivors are free to engage the Killer and Killer can focus on his TRUE objective, Sacrificing Survivors.
Imagine a game with no Gens, it's all about the Chase for Survivors and Hooks for Killers, it relieves Killers biggest stress of having to defend gens on maps that clearly don't allow for much gen defense and it requires Survivor to actively engage the killer. Survivors will still have Totems and chests to look for and surviving is more independant for each individual survivor even tho the best odds are if teh team manages to work together. All the same tactics apply, looping, stealthing, fast healing, fast rescuing, blinding killer, pallet stuns, locker plays, body blocking hook, saboing, etc, all that is still there and Survivors get more opportunities to do those plays while it is less punishing for killers because they don't really lose anything, they can still manage to catch survivors.
I can already guess what Survivors are thinking: " what about killers that are very strong at chases like Nurse or Spirit, they'd be even more OP, bla bla bla", my answer is, if there's a whole problem that is taken out of the game, Gens, then the game becomes much easier to balance around the fundamental aspect of Chases, thus those killers can finally get proper counter play added to them. Everything becomes easier to balance because there's a GIGANTIC PROBLEM THAT DOESN'T EXIST ANYMORE. Certain perks wouldn't exist, for example in this game NOED wouldn't exist.
What about 1 shot killers? Wouldn't they become Meta? Depends on the map you're playing, indoor maps still won't be so good for Billy for example so unless it's a Myers or Ghostface but those still have to earn their 1 shots and earning those 1 shots might be harder since they won't have survivors stuck in 1 place long enough to stalk them, infinite tier 3 Myers would be disgustingly strong yes but he'd have a time limit to pull it off on the flip side you could try AFK Myers and BK Myers more often to challenge yourself.
I can only speak for myself but i can already see a much more Horror and Party vibe to a game like what i'm describing. And so manny things would fall into specific slots. You could categorize Perks into Aura Reading Perks, Second Chance Perk for Survivors, Anti Healing Perks for killers, Chase Perks, etc. Everything becomes easier to Balance.
I know this is basicly any Hide & Seek game but it would be the best Hide & Seek game we've seen.
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"The fact a Survivor doesn't have to engage with the Killer to Win/Escape is riddiculous"
I stopped reading. A survivor is not supposed to hunt the killer down. It goes the other way. Good killers have no difficult, in fact, with aura perks it is way too easy to find survivors.
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Yep. Stats at all ranks would be nice so we would have more precise information of the game balance at all ranks and modes.
Watching your graphics (awesome job btw), I can appreciate you have an average of 2.82 kills per game as a rank 5 killer. And again, talking about your killer stats, 9 out 12 of the killers you used, had a 4K game big chance. With values very close or superior to 50% of the games.
Look at cannibal: 85% win rate. 6% tie. 6% survivors win. In your games, killers have a tremendous win rate with the exception of Oni, which is very close (36W-32T-32L). But win for him although.
That´s a lot of kills compared to your 49 % rank 3 survivor escape. Although you had more rank and games as a survivor.
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Escaping from the Killer is easy. Good survivors have no difficulty, in fact, with second chance perks it is way too easy to escape from killers.
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No, I had to stop because I took a break from DBD for a couple months and deranked. I only wanted the red rank experience. I plan on restarting eventually, though I had hoped to get others to help me compile stats so that I could reach more games. Unfortunately nobody was willing to help.
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