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How was kill rate of 53% "below our expectations"?
Comments
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Same could be said about survivors though. Killers were losing to survivors that were carried by their strong perks before and had no chance of countering them. Survivors that didnt even know how to look behind them while running got out of the gates due to what... DS and by pressing E. Yeah game should be balanced so stronger player win, and perks shouldnt carry someone through the gates or get them 4k.
Game isnt unplayable for survivors and killers didnt get buffed to high heavens. The baseline buffs killers got are barely noticable when they kick a pallet. What happened is that many survivors used the same 4 perks throughout many years and now that something happened everyone fell on their knees.
Many have learned new ways to play and are doing excellent while many are still on their knees and Dcing while something doesnt go their way.
I had my couple of weeks of chaos learning to adapt without my broken DS and DH and i died...a lot all the time even. Now ive adjusted and i do fine. I still die to my own mistakes or maybe the killer camped / tunneled or simply was just damn good player. I don't need to escape every single game to have fun or to feel superior.
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3k killer win, 1k killer lose, 2k tie.
Simple and pure, this condition literally should be in the game too.
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You forgot one. Survivors who do nothing all match because they need to do a stupid tome challenge like bring only Self-Care and escape so they tend hide all match. Or hide with 10m of killer for 120 seconds so they arent helping the team do anything. Where Killer challenges are the natural flow of their game for example put 6 survivors in the dying state, hook the obsession 3 times in one match. Where with survivors we get challengs like stun the killer 4 times in one match so we have to camp pallets or not work on gens and hunt down the killer just to get a chase.
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One thing you don't mention (and hasnt been mentionned by the devs) is the "in depth" stats of these percentage.
One could imagine escape rate is 20% at low MMR, and 70% at high MMR.
We can't do any conclusion about these stats as is.
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The BP bonus SHOULD always be on Survivor. If it ever goes to Killer, then that means there a is a ratio of 5 to 1, Survivors to Killers. Which is massively imbalanced. the reason you had to wait so long is less people play solo queue to fill as your 4th than SWF. Reason being at least half or more of the Survivor player base plays SWF simply because they want to play with friends, or because SWF is much much stronger than solo.
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Your math is flawed.
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I definitely agree in the sense that players on both sides should feel like they're losing to an opponent, not a loadout. That feeling is mostly cleaned up on the survivor end, but it's really bad on the killer side now. I've adjusted and still escape most of my games, but it still feels bad when half of my losses feel like they're against a loadout and not the player.
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Are you solo :O
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I agree in the sense that gen regression builds have come very oppressive, especially against certain killers - and equally, 39% escape rate seems pretty low/unbalanced.
However, isn't it true that both sides are essentially carried by perks? The gen regression meta has become so popular as it gives the killer passive map pressure, which can be very difficult to achieve without these perks on certain maps (Red Forest, RPD, and Crotus Prenn) and if you're against a SWF/co-ordinated team. This doesn't necessarily mean a killer 'lacks skill', it's because sometimes they've already lost the match before they've even loaded in due to the above factors.
DH isn't the only perk that carries survivors; DS, exhaustion perks in general, OTR, COH, etc are all equal culprits. In fact, I'd argue that most survivors would go down a lot quicker if it wasnt for DH, SB, Lithe, etc - exhaustion perks carry most survivor chases. Of course, nothing wrong with using any of these perks, but both sides have a meta which they use as it gives them the best chance at winning.
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What perks are you talking about, eruption/ overcharge ? it was stupid to bring back pain res-dms combo but I don't think it's a perk problem it's just unbalanced, even absolute worst killers can get free kills just by playing scummy, no skill needed, no knowledge of the game needed, nothing
I've read people complain about survivors holding W for years but current killer is stupidly easy especially on PC, if you can hold W and left click you can kill average solo Q teams easily, I get it it's 4v1 and killer need to be stronger in 1v1 but it's just too easy, in case you're losing start playing dirty and get a draw if not more, getting 4Ks was gratifying before 6.1 now it's nothing special
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Solo que is 100% escape according to killer mains
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Damn, you guys were right this whole time. It turns out it WAS a skill issue! Game isn't killer-sided AT ALL!
But, just for the sake of argument, what would the kill rate need to be for you to admit that it was? 70%? 80?
Let us know where those pesky goalposts are, yeah? Wouldn't want them moving again
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Solo most of the time.
Yeah, the big one I have an issue with is CoB/Overcharge/Eruption. It's a complete auto-pilot build IMO. Or killers like Legion that often win by virtue of making the game take forever
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I dont use math here. I just want to point out: If new players have win rate so low. Would they continue to play or instant quit game?
Im talking about new survivors who has that low escape rate
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Definitely would love that !
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Impossible!!!
The forums tell me that such an escape ratio is impossible in solo queue!
Care to explain how this is possible ?!?!
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The problem is that while it can be tough to win as survivor, it is literally impossible to win as killer against a meta team. Killer should be threatening, not a toy that survivors can loop endlessly
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Will Year 7 be DBD's death knell despite millions of daily users?
I'm shakin'!
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So the devs previously stated this is what they wanted and now people are surprised it has happened? Perhaps pay better attention to dev posts and diaries. Also, as always, statistics like this are worthless as are statistics in general when read by laymen and not experts who understand why the statistics exist.
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I wouldn't take too many of these posts seriously.
After a while, you'll come to enjoy all the histrionics, bait, bad faith arguments, reactions to statistics, etc.
It's quite solid entertainment to see The Circle of Gripe in action.
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People forget the most important thing about this game. It is an ASYMMETRICAL multiplayer horror game. the stats are always going to be skewed in favor of the "stronger" side. This being the killers.
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I feel like I play smart in a general sense. I don't go for plays or anything. I'm glued to gens unless I'm in a chase or saving/healing. Run super early from the killer and don't greed any loops. Don't go down in bad spots or take chases to bad spots. A big part of survivor is creating space for teammates. A short chase in a good area is always better than a long chase in a bad gen cluster or near a hooked/downed teammate. Even better if you can die in a corner and make the hook take 10+ seconds.
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The problem is the game gets boring instead, because a killer camping doesnt make for a thrilling game, no matter what kill rate he ends up with.
Also, now the matches are derailed so early, it becomes pointless to play some matches after 3 minutes.
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I was curious, but you have confirmed that you, too, ABM1 (ALWAYS BE M1'ING) unless you have a reason not to.
There are games where I get 2-3 gens done Solo if I'm not interrupted and games, like yourself, where I carry in chase/know where to bring and end a chase if I am going to go down.
I didn't mean to call you out or anything (as I'm sure you could tell from the tone/punctuation of the post), but I am glad you answered!
I also play mostly Solo [maybe 1-2x a month I'll get an invite from some nice people I met on the forums...generally do Killer for Tomes/Dailies now...I'm ok as killer but I like the BP bonus on survivor as of the patch/played a bunch of Solo games after the initial killer changes to figure out some niche stuff/readjust my game], never bring Kindred, never bring 'sweat' builds, use THE DREADED SELF-CARE, etc, but still make out pretty good - I literally play to do tome stuff/have a laugh and have a pretty good escape rate (~48% - used to be a bit higher, but this is not bad).
No trolling, my main builds are:
Self-Care/Botany/Overcome/Filler (usually WoO/BTB/Resillience...gonna try Hyperfocus soon....w/SPCA Claudette!)
Head-On/QQ/Inner Strength/Detective's Hunch (on Steve w/ Ice Cream Shirt!)
Second Wind/We'll Make It/Guardian/Lithe (on Feng of course!)
I NEVER have other players complain about my perk choices in the end game, but that may be based on my performance. Maybe if I did super bad consistently I'd see a lot of Self-Care/Inner Strength bashing.
I don't really consider myself a tryhard at the game, but I do play on multiple servers as my unique physical location lets me do so, so maybe this helps with me gaining experience/leveling up/etc.
I've also been in MMR hell a ton of times (some challenges force me to throw a bunch of games in a row....had an 8 game loss streak earlier in this tome), but I just grind on/try to consistently do ok in matches and the problem seems to sort itself out (I honestly don't really get it/know how as I personally think the MMR system is not the best, but maybe it works?).
I realize this is all anecdotal, but I genuinely think that most games are not 'impossible to win' and whenever I get sent to 'Farmville' as I call it, I just grind on and eventually seem to make it back to a decent tier.
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Most of my losses do seem to come from people giving up early/after they have been hooked 2x/literally after they spawn/etc, so I definitely agree with your derailment statement.
I try not to let it bother me - Queues are instant and I cannot control the actions of other people. I just do what I can and queue up again.
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It is not acceptable to basically say that killers should just have to deal with swf. I don’t care if it’s 1\10 games. I’ll also say for the millionth time that most games are balanced around the best players. Dbd shouldn’t be special
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Not to disagree/look like a call-out again...
I think the game is somewhat decently balanced vs SWF as it is, currently.
The issue that I see with it is that in order to beat a good SWF you need to:
1) Identify VERY early on in the game that they are a co-ordinated SWF - this is hidden information until something happens to reveal it.
2) As a result of #1, it's safer to assume EVERY group on your high/decent MMR killers is SWF.
3) Play in such a way that they HAVE to react to you/feed into you, which generally involves taking advantage of several of the most unfun aspects of the game ('cheap' perks/tunnel/camp/slug/fake leave hook to pull from gens/etc as much as possible). I don't personally take issue with the assumed comms or whatever, because they're going to have a far worse time in the game then I am, even if they win.
Weaker SWF break apart when I get the upper hand, but chill/comepetent SWF will play consistently well/try to alleviate my scummy tactics, all the while still performing well in chase and cranking out gens. Sometimes the whole game just comes down to/revolves around the positioning of the first hook, but I guess that's the reality of it when you're facing a Lunchables squad.
Edit - I also don't really care about losing to such groups, so long as I can make them work for it/put them on notice.
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I don’t get the point of this thread. The stats are basically irrelevant and prove nothing. Do you understand how statistics work?
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I don't see how a 2k average is unfair.
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My build is pretty unspectacular: Sprint/Windows/Prove/Kindred w/ a 32 charge medkit.
I tend to pass the medkit around. Healing under hook is one of the worst common practices. Hard to maintain spacing in solo, but some things can be done to try and force it.
I will say another thing I do is rarely hang around my teammates. Players really like to group up at really bad times. My general rule of thumb is to always attack the opposite end of the map from two teammates I have eyes on unless we have a really bad gen cluster like Suffo Pit. Then I'm going to stay glued to the 4-5 gen side and W insanely early to shack side until that's broken.
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I agree with most of this.
I heal under hook at times with Botany or WMI depending on how I see the other people react to it/killer position.
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Except these death squads are incredibly rare at any level. You can turn on any killer streamer who plays the game for a living to see the evidence of how rare they are. Even people at the absolute peak of MMR don't run into them very often. People have always exaggerated how many comp level teams there are running around just to strengthen their agenda. It's probably less than 1% of teams at most.
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Because they want to get better?
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Read my other post. I don’t care how small the percentage is, killer should never be put in an unwinnable position. That argument stinks.
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Same as all the other threads, I suppose ;3
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I really feel people are reading 61% killrate as 61% winrate.
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Yee
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I mean that in a 'every person has the right to voice their opinions even if I disagree/agree/etc' kind of 'yee'.
I love the vid, too, haha
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I'm sure they take stuff from here, but this is just a drop in the bucket if you think about all the feedback sources they are registered on - they're most likely bombarded with thousands of suggestions/complaints/reports on all of them.
The forums are also, in no way, representative of a majority of the player base.
I'd imagine sometimes the ideas/opinions here mesh with universal consensus and/or dev data, and sometimes the stuff here is out to lunch.
IE - People say the game is dying all the time (delusional). Any game that has a consistent player count of 20k+ on Steam (just using this as it is viewable/direct numbers - game is also in top metrics on all platforms [dunno about switch]) means hundreds of thousands/million+ people are logging in daily. People seem to think that if it says 40,000 one moment and 35,000 the next, that 5000 people have just logged off. In reality, 30k of the previous users could have cycled out and been replaced by 30k new logins.
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It’s impossible to balance for all 3. People would be able to work around any SWF restrictions. You must balance for top level
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Balance doesn't mean 50/50.
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Killers will never be scary for me. I don’t scared in DBD. Too many hours played , plus killers play relatively the same way each match (camp/tunnel, slugging, etc), there is little to no suspense or terror in matches because as a survivor this game is designed for my failure. Terror makes me jumpy…the closest thing I get to that is when I hear a terror radius and I don’t know where the killer is coming from. The most suspense I ever get is having 2 survivors in the match and exit doors needing to be opened and the doors are close and not knowing who is going to escape. Terror and suspense deal with the unknown element and for all intensive purposes this game doesn’t have that by design. I know going into a match as a survivor I am more likely to die than make it. That’s the devs’ goal. The better goal is no one knows who’s going to survive until a few gens pop. But that’s not the gameplay survivors are getting.
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So what your saying is that they bp bonus they added to bring people to the side that needs more people should always be on survivor. So why didn't they just make it a permanent survivor bonus? Because that was never the intent, it was never intended to be on survivor the entire time since its inception. All this shows is that people that play survivor are leaving the game or playing as killer because killer is so much easier to win on now. It takes absolutley no skill for killer when you are facing soloq at all. I have yet to lose a match as killer when its clear im facing against soloq. The only time i lose a match is when its blatantly obvious its SWF. Which makes for highly unbalanced game play.
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I don't see how switching back to killers leaving the game is a good idea. The player numbers were worse
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I don't think I ever said anything about switching anything back. The devs need to come up with a way to buff soloq without buffing SWF. If they would release a squad and solo mode they could easialy do this. Squad mode could have zero buffs while solo would have some sort of buff to level the playing field.
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not surprised the community loves to over exaggerate.
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How is saying solo q isnt ok right now "over exaggerating"?
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that's not what i said, I'm saying the people who say "solo q escapes are impossible" are people overexaggerating.
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And here we are on page 9. Wow.
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Solo queue escapes are impossible.
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