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400 games worth of killer stats

Hello everyone!

I posted stats about my killer gameplay a few times before. Now I reached 400 games and I invite you to look at them and bask in their glory!

I think after this I am taking a break of taking stats. It was somewhat fun, but for the most the numbers didn't change too much the last 200 entries. My killrate average steadily sat between 2,62 and 2,76, alsways moving between these two numbers. I think I grazed 2,8 once, but that might have been a fluke.

For the most part I was pretty consistent with my notes, a few games I clicked "next" too fast, and this happened more often on bad games, then good games, so overall the numbers might be slightly skewered too positively for me, but this weren't THAT many games. I also excluded games were I tried to go for specific tome challenges with certain weak-ish builds, as this sometimes involved farming or throwing games intentionally, just to satisfy a certain condition.

With the finalized list I also broke up my different killer and map performance and this was certainly fun to look at. My newer acquired Killers got some 3+K killrates, but this might be because my MMR is still adjusting to them and didn't yet level out? I don't think that I am that good with Ghostface, for example. Or Pig. My main killers are Pyramid Head (2.56), Nemesis (2.67), Oni (2.82) and Demogorgon (2.78). With Pyramid Head I once got a much better average, but a slew of bad games let that number tumble down. I guess my playing all sort of different killers degraded my P-Head skills a bit, as he is pretty unique to play.

My very best map was surprisingly Shelter Woods, I didnt see that coming, but I pretty much stomped most games I got there. Maybe the maps rather open center plays well into my strength? I remember getting 4ks back to back there when I played a lot of Oni lately, but I also got it quite often as Demo-boi. Another suprise was my rather good performance on the rather hated Haddonfield (3.07), RPD (2.8) and Ormond (3.12) maps; I don't know, but I guess that most of my rage-quit-and-dont-take-notes games were on these maps? Still, all those wins were hard earned and not easy or fun by any means, though Ormond isnt that bad, I dont know if I ever played it before its rework, I just heared that many killers hate it.

Eiry (1.83) and Wreckers Yard (1.77) were my weakest maps, with Rotten Fields (2.17), Thompson House (2.0) and Ironworks (2.13) not being too hot, either. I don't like the corn maps too much, so that might explain those, and I think the Wreckers Yard and Eiry are just pretty big and survivor sided, even though I actually dont mind the Eiry too much. I always thought that I was doing pretty well there, but the numbers tell a different story ^_-

So, without further ado, here is the link. Enjoy <3

https://docs.google.com/spreadsheets/d/1fFNb4EVCawLff0I0BLM6e-3mcaYJpZaiOa4rnkw7LQw/edit?usp=sharing

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Comments

  • Bartlaus
    Bartlaus Member Posts: 1,027

    If I wasn't so lazy, I would have created an Excel spreadsheet like this a long time ago! I like it that you write whether you tunnelled/ camped :'D Good work! :)

    What do we conclude from this now? You have an average kill rate of 68.25%. That's 18.25% too much! Neeeeeerf!

  • dugman
    dugman Member Posts: 9,713

    Cool stuff. 🙂

  • Akumakaji
    Akumakaji Member Posts: 5,486

    No, I wanted to keep my sanity :D But as I was often leveling stuff up I was using what I got in my bloodweb, and besides that constantly changing and mixing stuff up.

  • dugman
    dugman Member Posts: 9,713
    edited February 2022

    I took the liberty of fixing up some typos and pivoting your data a bit. Here's your kill rates by map


    Post edited by dugman on
  • dugman
    dugman Member Posts: 9,713
    edited February 2022

    And kill rates by killer


    Post edited by dugman on
  • dugman
    dugman Member Posts: 9,713

    Survivor perk use percentages


  • dugman
    dugman Member Posts: 9,713

    Kills per Match


  • Akumakaji
    Akumakaji Member Posts: 5,486

    Wow! Thats awesome! Thanks mate. You obviously know much more exel and sheets magic then pleb me :)

  • Lenox
    Lenox Member Posts: 234

    I'm trying to wrap my head around how it's 2.7 kills per match but only a 45% kill rate. Can you explain the data?

  • dugman
    dugman Member Posts: 9,713
    edited February 2022

    He has 409 total survivors killed and 508 escaped. Disregarding DCs, that's 45% kills and 55% escapes.

    Looking at his kills per match above, out of the 408 matches shown his average is 2.7 kills per match (he has a lot of 4 kills matches and 3 kill matches).

    Here's his escape rates per match for comparison (notice they add up to 3.9 instead of 4, the difference would be the DCs.)


  • dugman
    dugman Member Posts: 9,713

    Lol, I figured it out, I'm an idiot, I had the pivot set to "Count" instead of "Sum" for the number of kills. I'll edit the posts with the right numbers.

  • Lenox
    Lenox Member Posts: 234

    Lul. I was about to respond to your other post while I threw my calculator out the window for not understanding. Friday brain melted from work.

    I'd expect the 2.7 kills per match to translate to a 68% kill rate.

  • Akumakaji
    Akumakaji Member Posts: 5,486

    I was to shy to ask and first wanted to wrap my head around your data pictures ^^ But yeah, I killed around 1600 survivors.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    How does this work? For example how can you have GF with 10k 8E that's 18survivors when survivors are in 4,8,12,16,20... you have either 2 extra or 2 less.

    Could be mistakes in the OP recordings or another persons lying about their stats/game

  • dugman
    dugman Member Posts: 9,713
  • Lenox
    Lenox Member Posts: 234

    That makes more sense. Thanks. Love math. Just too lazy to record my own stuff.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Ruin reworked because most killers were using. But never touch Dead Hard. Sigh.

    BT & DS are needed perks, so i can understand why people are using them. But Dead Hard is popular because it is so broken.


    Great stats btw, good work @Akumakaji

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Oh, well I'd personally disregard all games with a DC.

    Cant really use data from a DC for good stats, winning a 3v1 isnt hard. Maybe you or the op could have stats on non DC games, thatd interest me more

  • Lenox
    Lenox Member Posts: 234

    I agree with this. I would trash documenting a game if a player disconnects. Unless it's on death hook or something. It messes up the flow of the game too much. Survivors might stop trying, hooks don't break, etc.

  • dugman
    dugman Member Posts: 9,713

    Here's an interesting table. This is the counts of survivors that had Dead Hard per match and their relative kill rates. There's definitely a correlation between number of Dead Hard users and lower kill rates. (This doesn't prove causation, it could simply be that really, really good survivors tend to use Dead Hard because it's popular, but maybe they'd be able to escape anyway for example. But it is a correlation.)


  • dugman
    dugman Member Posts: 9,713

    For contrast, here's the kill rates grouped by how many survivors used Borrowed Time. Notice there's basically no correlation here on the escape rates. If I had to guess, I'm betting Akumakaji probably doesn't even try to swing at people who just got unhooked very often because he's just assuming they have Borrowed Time so it would be a waste of his time. Which means he gets the same kill rate more or less whether survivors actually use it or not since he's playing around it either way. (Just a guess.)


  • Lenox
    Lenox Member Posts: 234
    edited February 2022

    I tried Dead Hard a bunch when I was a new player. Got destroyed so I stopped using it for like 6 months.

    Got better and started trying it again. Now I have about a 50% or slightly less effectiveness from it. Still not talking escapes. Just that I don't go down during usage because of better timing. However, I don't use it consistently on builds because I'm trying other stuff rn.

    I suspect if I were to use it one year from today, I'd have better results. Using it (timing) and where to use it (map knowledge) takes some experience, as compared to other easier to use good perks (BT, B:CoH, Iron Will, etc.).

    Your numbers are what I'd expect for Dead Hard. It's a perk that better survivors use to improve their looping effectiveness.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Interesting to see, but expected tbh. I'd be excited to see stats after DH gets changed.

    I wonder if killers will get nerfed after the DH change

  • Akumakaji
    Akumakaji Member Posts: 5,486

    Thanks for the extra work, this is very interesting. Lol, poor Deathslinger in my hands, though. 11% - RIP

    Yeah, this is my view on the situation, too. BT is a perk that everyone could run and I wouldnt mind, as getting tunneld in the moment of unhooking feels super dirty and there is nothing you can do against it. With BT you got at least 12s to try to get somewhere, even if the killer decided to tunnel you.

    DS I am on the fence. Its a good anti tunnel perk, most survivors use it strategically, though, and try to bait you into chasing them after an unhooking; which I dont mind either, I mean, thats your choice if you want to use it that way. In the best case scenario you wasted 35s or so of my time, +5 more, in the worst case I down you like instantly and you wasted your perk. Or I might slug you, because I smelled the trap.

    But DH is so prevalent and ruins so many good chases with a cheap escape a lots of greeding, that I am very unhappy with it and would love to see it reined in somewhat. Just remove invulnerability frames and its more on par with the other exhaustion perks, ie it gives you distance at a certain condition, but without the icing on the cake.

  • dugman
    dugman Member Posts: 9,713

    And one more for Iron Will. Personally as a killer I find Iron Will is a great perk for survivors, it works pretty well against me. So I'm not all that surprised kill rates in matches with multiple Iron Will survivors are lower.


  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Some killers will get nerf for sure. Blight, Nurse (?) and probably most of top tier killers. M1 killers will be more viable, so i doubt they will get nerf. But yeah Dead Hard is pretty strong perk and ignoring by devs for years.

  • dugman
    dugman Member Posts: 9,713

    Did the devs ever say they're nerfing Dead Hard? I mean personally I think it should be split into two perks, one that lets you lunge for distance but that doesn't make you invulnerable and another that makes you invulnerable briefly but you get no speed boost. That's just my opinion though.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    Actually distance part makes it broken. Most survivors are using it for go to pallet or windows. It should not give you distance. So i would not nerf DH, i would rework it. Because it is also supports to greedy plays and this makes m1 killers so terrible.

  • dugman
    dugman Member Posts: 9,713

    I agree that the distance aspect is the most popular use of it at higher levels. However it doing both is definitely a big contributor, I've seen many games where a high skill survivor uses Dead Hard for distance at one point in a match and at another point in a match dodges a hit directly by reacting to a hit animation. Being able to do both duties is pretty huge.

  • Akumakaji
    Akumakaji Member Posts: 5,486

    Thats kinda interesting. I am not surprised that there is a correlation between the two and am inclined to support your theory. I noticed that a lot of the better survivors alternatively used Sprint Burst. Personally I suck at using spring burst, but well used its a sure escape without the added risk of getting wounded first. I personally never use DH outside of the handfull of tome challenges, when I play survivor, as a matter of pride, because I hate it as a killer and don't want to be a hypocrite.

    You are pretty right on your assumption.... with the caveat that I tunnel a lot when things go south (which they nearly always go at one point :P) but I learned the trick to count to 12. You can see it in the survivors behaviour, which is quite fun: at first they confidently run a few circles around you after an unhook, to buy their mate time to escape ... but when you dont swing at them they start panicking and you just stick to them and then SMACK! Down.

    This is some beautiful date, and YEAH! IW throws me off big time! So many survivors just disappear right under my nose and I cant ferret them out via their grunts of pain. Grrrr. But it also thought me a few tricks to use as a survivor, ie just slow down after turning a corner, duck and cover. Works 73% of the time.

  • IronKnight55
    IronKnight55 Member Posts: 2,979
    edited February 2022

    This. Some Killers are for sure gonna get hit with the nerf hammer, lol.

    To the OP- Thank you for sharing this with us. I always love looking at stats. :)

  • Araphex
    Araphex Member Posts: 696

    I would love a simplified version of this for android mobile. I love statistics because they help me improve and right now not knowing my MMR or how good/bad I am is frustrating.


    But this is really good and got me thinking of how can something like this, maybe more simpler, be implemented on a mobile device since I don't always have my laptop in front of me and I'm on console.

    But great stuff! Would be better if these stats were in game though. But cool nonetheless.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    If game will be viable and fair for all killers, i don't mind to nerf strong killers. People are playing with this strong killers because at high ranks/mmr weak killers are not doing so well. I mean for example what can Myers do on The Game map. Break pallet simulator. And ofcourse survivor will use Dead Hard when they need it.

  • Ricardo170373
    Ricardo170373 Member Posts: 727

    My personal killers stats. I play on Ps4 and i have 3k hours.

    3kh = 3 kills + hatch


  • fulltonon
    fulltonon Member Posts: 5,762

    Next time, you could log generator speed too.

  • Akumakaji
    Akumakaji Member Posts: 5,486

    The thing is, that gens completed is a rather volatile stat that isn't shown in the post-game screen. If you forget to look at the bottom of your screen, you might not remember the gens done by the time you are ready to write the stuff down. I didn't track anything that needed to be done during the trial, either, as I knew that I would regularly forget to do so or mess up.

    Seeing that the stats were really appreciated by a lot of people, I might go for 500 and see if a lot changes ^^ MAAAAYBE I could include gens done, but I am 40/60 about it.

  • fulltonon
    fulltonon Member Posts: 5,762

    It'd be interesting but I will definitely not recommend it, it takes so much effort for something that is not so much useful.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    I'd say it was pretty much confirmed in the stream, while they didnt say nerf they said they was looking at DH which every other time they have said that about something it received changes.

    I personally hope that's never the case, while that's a great way to do it in other games I'd hate to see that in DBD. If the perks were split I'd imagine they would be made abit stronger and even if they didn't running both perk recreates the issues.

    I know lots of people would say they need to use two perks for it but think how many killers things was considered too strong even if they had to use multiple perks to achieve it.

    I'd just like to see the distance nerfed tbh, I feel its massive help the basic M1 killers out and if that's the case I'd likely see more of them when playing survivor

  • dugman
    dugman Member Posts: 9,713

    FYI If Dead Hard was split into two perks they actually wouldn’t function together at all because they both would use the Exhaustion timer.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    That's true, I did overlook that part. Still rather the distance never be a perk, just ruins alot of outplays and hurts weaker killers even more.

    If you mess up on a loop against an M1 there shouldn't be a press button perk to fix it. I'm sure I have a post explaining why I dislike the distance so much

  • Akumakaji
    Akumakaji Member Posts: 5,486

    I agree with this, but on the other hand some part of me thinks that the distance part is consistent with the other exhaustion perks, ie it gives you distance from the killer if a certain condition is met, even though if this condition is easily met and you can acivate it at the press of a button. For me all the other stuff is the more problematic, ie the i-frames,losing collision while DHing and dashing through traps, killers and powers alike.

    And right now its not one or the other, the perk is running double duty, and both applications are pretty valid on their own and have a nearly 100% chance of becoming useful during any trial. The double duty part and versatility is what makes this perk so frustrating: there are a myrriad of ways a survivor can mess up or purposefully greed that can be covered up with this perk, you have to keep in mind distance to vaults and pallets, if the survivor could dodge one of your powers with a miss cooldown, if they could stop and dash through you. So frigging versatile :V

  • dugman
    dugman Member Posts: 9,713
    edited February 2022

    I keep seeing this argument that “you shouldn’t be able to use a button to undo a mistake”, but the really good players who use Dead Hard for distance aren’t correcting mistakes, they’re intentionally accounting for the extra distance during the chase and know whether or not they will be using Dead Hard to reach a vault. It’s not messing up a loop if you know you have enough extra distance to do something you couldn’t get to if you moved a bit more slowly.

    It’s a bit like saying a perk that shows survivor auras shouldn’t be in the game because “killers shouldn’t be able to make up for losing track of survivors with a perk”. Or that there shouldn’t be gen slow down perks because “killers shouldn’t have a perk that helps them of they make a mistake and don’t exert enough pressure.”

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    Well the reason the other perks arent as issue, or at least to me and what I find is they have some form of drawback or setup required, things like lithe and BL require a certain structure and for you to be a good position to use it and make it worth while, and if you do use the perk you can often distance into an unknown area which a pallet may already be gone.

    SB is abit different when 99, but it forces players to not do actions as they will get it back, it creates inefficiency getting it to 99 and to keep it at 99.

    Unlike DH which just requires the injured state and can be used at every good against basic M1 killers and even against special attacks at certain loops. You can physically greed a pallet when you normally would of needed to drop it as you can DH for distance, also if a killer respects a pallets too much and it's a smaller loop you domt even need to use DH.

    DH is a free counter to being outplayed and tends to hurt already weak killers even more. I wish it was removed for the sake of both roles, I'd bet I'd see more killers if my team didnt all have DH and make basic killers redundant, just not healthy imo

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    If I mindgame someone at a loop and catch them off guard which would normally result in a hit but they can DH for distance so I dont then no that's not calculated at all.

    DH is very free especially against basic killers, it's not calculated to have a press button to be safe. Imagine if a killer could press a button after you dropped a pallet to get a free hit, its be a joke. It's the same thing but not look at for an issue.

    Basic killers are most hurt by DH, it's no surprise I dont see half of them. I get people dont want the distance removed as it's the strongest part of it, but it's not a fair perk.

    Remove the distance and I bet killers like legion etc. Can do better and I'd like to see these type of killers more often tbh.

  • dugman
    dugman Member Posts: 9,713

    I still don’t see how it’s “unfair” to have a burst of distance. In your above example for instance, if you mindgame someone and are close enough for a hit then if the perk ONLY gave a speed boost but not invulnerability you could still hit them in that case for example. It’s that they get both the evasion and the distance that makes it really work in that scenario.

    Like I said earlier, distance alone is ok, invulnerability is ok as a perk, but the two combined is what makes it too flexible and powerful.

  • EntitySpawn
    EntitySpawn Member Posts: 4,233

    No you couldn't, the distance gets you to the pallet or window and that's the issue with the distance. You're correcting a mistake or being outplayed by pressing a button to make you safe again.

    Like I said hurts all basic attack killers way more, but you can still DH to get round a corner faster to dodge a hatchet for example.

    It's not fair to avoid a hit after being outplayed, if you get outplayed you should be hit. If you outplay a killer but they can press X button to injure you then what's the point?

    Like I said I have a post about this, so check it if you want as this will be my last reply but the evasion is only used against very few killers like huntress etc. Who have antiloop anyway, meanwhile the distance can hurt all killers and the basic attack ones far more.

    The distance should never be a perk, if it does then all the issues will still exist. Basic attack killers and antiloop killers will be pushed even further apart when we want them brought closer. The distance is the issue nothing else

  • dugman
    dugman Member Posts: 9,713


    I know for sure you're wrong about the evasion never being used by good players, I've seen plenty of games where good players use Dead Hard for distance in one chase in a match and then use it to evade a hit elsewhere in a match. It does get used for both against more than just Huntress.

    And like I said, your definition of "fair" isn't mine. I think it's perfectly fair for survivors to use an ability to gain distance and running their loops accordingly. Saying this is "unfair" isn't much different from when survivors complain about how exposed hits and tunneling are "unfair".