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We need to see winrate stats on killers with slowdown meta perks
I noticed this morning killers are winning too much using the killer meta on killers that make them actually broken for most teams, which is any killer that has high mobility. Tinkerer is busted to Pluto and back on killers like Blight, Nurse, or any killer with HIGH mobility that can get around the entire map putting killer in a huge advantage already. There is NO WARNING with this perk and when I witness survivors being yanked off of gens as Nurse every time it exists, for example, it made me quickly realize how even more broken this perk is than I originally thought. These killers are steamrolling teams left and right yet the devs and community is more concerned about Parental Guidance and Circle of Healing. This is actually fair for survivors to be yanked with no warning but 3 seconds of hiding the scratch marks or being able to heal is unfair? Why is this the only perk without a status effect?
We need stats of how much killers win with these specific perks and start nerfing or making them balanced. It's obvious most killers with these overpowered perks are winning way more than 50% of their matches, which is really a contradiction to what the devs said they are balancing for. It has to be over 90% from what I see.
POP, Ruin, Undying, Pain Resonance, Tinkerer, Dead Man's Switch, and more of these that massively put the killer in an unfair advantage. A fast killer like Blight makes it even stronger. I think this is overlooked. The last match I played the killer won because of two specific perks: Ruin and Undying. On a high mobility killer! I think that is too much advantage for a perk.
Are survivors with specific perks winning an overwhelming majority of their matches? Do specific perks greatly increase the survival rate of survivor? I don't think so.
These kinds of stats would be nice to know.
Comments
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Win rate on new broken nurse vs pre patch :>
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OP is the same guy that said he sees Circle of Healing in only 1 out of 10 matches. Not sure why the mods let him keep doing his same tired shtick
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If they could track that, I guess it'd be nice to see.
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While your at it show escape rates of survivors with full meta builds compared yo non meta builds. Also chuck in swf escape states when using strong builds compared to not
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Why would you want Sluzzy banned :(
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In short, give us more data.
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Your post is not making any sense. Because most of slowdown perks are not working together.
PR + DMS is good combo but this mean you can not use Pop, Ruin.
While Ruin is active, Pop will be useless on your build.
Corrupt limited with time.
PS is RNG and plus you need to win chase. Same for Pop.
Just pointless post, sorry.
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Exactly. We just need more in depth data analysis on everything
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You see, that question is extremely hard to answer without getting a month ban.
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Same reason why they let every cry baby killer complain about perks they don't like.
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That's funny when I play tinkerer it procs and the survivors are nowhere to be seen.
Because that's how you play against Tinkerer.
Survivors I go against literally counter everything in the meta perk arsenal, corrupt? No problem go hide in a locker and take a dump, pop? Split gen, tinkerer? Stop gen at 70% and hide, killer wastes time coming to your gen and then you tell your friend to finish their tinkerer gen on the other side of the map and GG, two gens done without the killer being able to do anything.
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Despite all of this guy's posts being trolls, I actually agree that checking kill/escape rates on killers who run regression perks versus those who do not would be a good idea.
There's an old statement from the old Dev team that amounts to 'If killers feel like they are required to run slow down or regression perks, that's a problem and we have to do something about it.'
Well, here we are. Sluzzy's little troll post raises a great point: Exactly what ARE the win rate differences between running a bunch of slowdown versus those killers who run no slowdown?
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I tracked my 150 games as survivor. Killers with 0 slowdown have 40% kill rate. With 2 or more slowdown have 62% kill rate.
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Because it's Sluzzy, having the dbd forums without Sluzzy is like not leaving cookies out for Santa, you just don't do it
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BHVR actually has addressed it before. They’ve stated they are looking into the reliance on gen slowdown, and to make changes if they find killer gameplay is over-reliant on gen slowdown perks. They don’t want anyone to feel they have to run specific stuff just to have a chance.
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Where did just one slowdown fall? Did you track that by chance? Just curious
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Tinkerer kinda does have a warning - just not the first time it happens. After you see it once and see the killer is undetectable, you know to expect it for the rest of the match. Just pay attention the first time you get a gen to 70. It having a stealth mechanic can be used by the survivors to positively identify it and expect it in the future.
Having said that, it actually would be nice to see stats on slowdown perks vs. without.
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As usual no lies detected
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Stats on just slowdown vs without wouldn’t give enough info by itself. Less-experienced/skilled players would struggle a lot more to combat it than very experienced/skilled-players. Also, different types of slowdown can be good or bad depending on things like map size/structure, coordination of survivors, toolboxes/gen progress speed-up perks, etc.
For instance, Deadlock is impossible to avoid, but it also prevents regressing the gen, which means it can buy less time than something that regresses a gen potentially. Stuff like Ruin can be destroyed at any point in the game which would also skew results (eg, games where Ruin is destroyed in first 14 seconds versus lasts for a lot of the game). Also things like Pop can be unhelpful for big maps/quick gen progress if a killer physically can’t get there in time (too big of a map/no mobility/powering through the gen with PT/etc). Some slowdown perks are crap and others are great.
There would need to be dozens of adjustable factors/graphs displaying all said differences to be able to draw any meaningful conclusions at all. Just one would be basically as useless as the complete overall kill rate stats BHVR posts (which they themselves recognize and always disclaimer the stats with).
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I felt that 1 slowdown was not reliable, since I also count Thana a slowdown, or Ruin down in 1min. I just want to see the difference between non slowdown and firm slowdown.
Note that I dont count DC, suicide. So the 62% was pure kill
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B-but Sluzzy, I earned my Pops with sweat and blood! I thought I deserved it 😥
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Sometimes I really think sluzzy is just a guy working for another developer and he just trys to spread the wildest ideas in the community to sabotage dbd
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Alright, makes sense, I'm just thinking if it's something like corrupt and you can start a chase fast, it's a pretty big game changer, but that's just me
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Good news: They have MMR values now. So they can sort all the raw data into player tier sets to make it more meaningful
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You're really over reacting to Tinker it's strong with high mobility killers yes but, even then if you're team is doing really well with gens it ain't gonna matter yes Blight can catch up to a gen with Tinker yes he can't insta down you unlike say Billy or Oni and even then these 3 killers have a cool down if they miss there attacks. If you don't like Tinker why don't you use Spine Chill than so that you can guarantee a reaction and know the killer is coming because more than likely they'll be looking at the gen.
Also you saying Survivors aren't winning an overwhelming majority of their matches with specific perks. You don't even play killer in a decent high mmr you're only playing survivor not to mention you like to give up on the first stage when you get caught quickly. You'll see it more if you play killer and by doing different killers rather than just playing only Nurse.
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We need to see winrate stats on survivors/killers with every perks, at any MMR, with all add-ons.
BHVR SHOULD have stats, they even said twins are monster at high MMR, it's ridiculous if they can't show us proof.
oh also SWF escape rate, which is quite ridiculously high they said.
"average win/lose ratio" is literally pointless as it doesn't show any potential of them.
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