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"61% killrate means killers are OP" people…
When they’re asked if that means Nurse is underpowered because she has the lowest kill rate out of every single killer and is also one of the only two killers with a negative killrate (at the most recent killer-specific stats update back in January):
Remember everyone, don’t fall into the trap of using hyper-generalized data that combines every single differentiating factor into a single number~
It’s the reason BHVR literally says to take it with a grain of salt whenever they post stuff like this. All skill levels, all maps, all power add-ons/combos/lack thereof, all solo/SWF/hybrids, all items/item add-ons/lack thereof, all builds, all playstyles (serious/meme/challenge/self-made challenge/etc), and so on are combined into a singular result. It ain’t gonna tell you much.
Comments
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You don’t need stats to know how much solo queue sucks right now lol.
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Well, setting aside any data, the game feels unbalanced and unfair right now for solo queue survivors. The stats are secondary to how the game actually feels to play.
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Isn't that statistic also from a different tracking site that only high-level players are plugging their match info into or something else like it?
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Nah check the news section they posted official stats today
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61% and the January update are both BHVR official. Nightlight is by voluntary self-submission which has the biases you’d probably expect.
This is about people specifically using the 61% stat as if it’s even remotely relevant or useful. I agree solo queue can feel awful.
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Probably that means game is rather balanced, considering how many people play SWF and all solo players can also always choose to play with friends.
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The majority of survivors play solo queue, and their game experience should be just as rewarding as those who play with friends. We all bought the game, and we all deserve to have an enjoyable experience playing it. If the game is balanced around a 4 man swf, which has the fewest players then 80% of survivor players are going to have an unenjoyable and unfair experience.
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How? How can it possibly be as rewarding? If you don't pick your teammates you are going to have a lesser experience than if you do. This applies to literally every team based game in the history of games.
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Literally impossible, you have to bend every physics of the world to achieve that.
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And I agree it does suck but does it suck because of OP killers or #####y teammates? Almost every solo queue game I get sacrificed in we could have won.
Let's please not balance the entire game around the worst players again.
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They do can close the gap between solo and swf.
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Giving solo survivors information on what their teammates are doing would be a step in the right direction. Many other games give their solo players some form of information system at basekit. In dbd we have to patch those issues ourselves with perks.
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Notice they only talk about statistics when it furthers their narrative. I've never used kill rates to say whether a killer or killer in general was strong or weak, because it factors in all skill levels, and the people at the lower skill level, we should not be balancing around.
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If you removed the portion of survs that plays only solo, you'd lose well over half your player base on that side. ~50% of games include a full solo team. Something like 5% of games have a 4 person SWF, so that means over 90% of games have at least one solo/random in them. Balancing around the four man is absolutely not the way to go.
People who play in groups have this feeling that most people do the same, but that's not remotely true. Would it be ideal? Well, yeah, but that's not the reality we're operating in here.
If you balanced the game around 4 man SWF, you'd have to buff killer even more. Significantly more. You think solo is bad now? It pales in comparison to what a game balanced around SWF would be. Current solo would seem like a cakewalk; it actually would kill the game. The vast majority of survs are solo players; if you make the game only really playable in a group, those people aren't going to go find people to play with (which they would already have done, probably), they'll quit altogether.
Fortunately, balancing around 4 man would be an almost impossible task for BHVR, in addition to torpedoing their own game.
What needs to happen, and what I believe will happen, is to give some tools to solo in order to bring it in the direction of SWF, in the form of information. In match activity icons, more lobby info, etc. Just a bit of what SWF has will do wonders for game balance.
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Better matchmaking. Return mmr to how it was before when killers were afraid to play the game, and, well, survivors will have a better experience, as they did once before.
At the cost of high end killers, of course. It was a humbling time back then, and a lot of killers have that arrogance back. Maybe it is time for the pendulum to swing?
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I don't typically look at stats but trends that I see in my games. So far, I have noticed DS is basically useless these days which is too bad since it's the only real anti tunneling perk :( I also see killers running incredibly niche load outs that somehow always result in a 4k?? I played versus multiple killers today who all ran agitation, awakened awareness, starstruck, and mad grit. Somehow every last survivor just... lined up for the hits!!! I just can't play this anymore lol, solo q was always bad but lately it's like playing with a sea anenome with a PC setup
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53% kill rate means Survivors are OP
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Well 61% does sound fairer than 50%
How would you try to give a " >2kills " the same chance as an individual survivor escaping?
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No, that's moving the goal post. Your original expectation is, per my last comment, impossible. I'm all for the SoloQ QOL fixes they can come up with. It will never change one thing:
- In SoloQ you cannot pick your teammates.
SoloQ will never come CLOSE to SWF.
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no, that is a bad direction, since the game wasn't designed around information from communication. That's why we must use perk slots for some information, and other means which exist in the game. If they would enable communication in the game, probably killers would be buffed way up also later to counter the new situation, and you would have another thing to complain about.
The game wasn't designed with that in mind, swf communication is pretty much cheating because it bypasses the natural limitation of the game and how much information you should receive based on your skill and perks you have equipped.
A step in the right direction, if indeed most people play Solo, to restrict SWF in custom games. And then we take a look at winrates and stats again.
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They're not balancing around a 4-man stack. They're balancing around the survivor potential. SoloQ can play to potential, but again, the magic phrase is, "You can't pick your teammates in SoloQ." BHVR can never force them to play to potential.
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We waited how many years for DH to take it's rightful hit and we're gonna swing back after a few months?
Nothing wrong with better MMR, but MMR is already ingrained into every issue this game has. I just assume we're all accounting for the system being #########.
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It won't "close the gap" as much as people think it to do, bad players are just bad and good players do good regardless.
Information is good but nothing more than QoL feature, most of soloq would be horrible because majority of solo q players are not even trying to win or those who bad at the game to the point they won't even bother finding someone else to play with.
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I hate the way people blanket statement like this.
I'm a solo queue player and its really just fine.
And don't go by the forums, its a form of survivorship bias people are generally here to complain so you get more complaints.
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There aren't that many SWF squads BHVR said that in a comment on another post. They said that SWF are outliers and they don't have an effect on the stats they posted. That means that most of the game is soloq which would make it not balanced. Also people don't always have friends to play with or want to go through the process of trying to find other people. Try to think about others situations before you tell them how to play the game. Here is a picture of the comment for reference...
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If SWFs are outliers and don't have an effect on stats, it means game is actually balanced.
Baseline kill is 1k and not 0k, of course it would have slightly more than 50%.
If people don't bother to get good then that's their problem, like if killers don't want to use a perk but still want to win what you gonna say.
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I guess you and the rest of the world have a different definition of what balanced is. The game was much more balanced for soloq before the update considering that SWF doesn't effect the stats. With a 53% kill rate you could even say that, from a soloq standpoint, the game was more in favor of the killer because of the numbers. 2k every match should be what any killer is shooting for not the current 4k almost every match. Unfortunately killers want more and more so I'm willing to bet that more survivor nerfs will be coming in the future.
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It's me and BHVR, I'm sure that "soloq standpoint" is not really a major opinions across all soloq players since they have 40% escape rate, which can be translated to 50% win rate still.
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That is untrue I lose most my soloQ matches only because lack of information. What your talking about is low mmr but most solos are as good invidiually or better than sfw survivors but don't have the information. Just an example when someone is on hook you don't know if he is gonna be saved so you either finish the gen or go for save and these can result on different outcomes all survivors going for save or hooked guy gets second state when no-one comes. Swf can easily communicate who goes for save.
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This game has been beyond ruined 39% escape rate is just sprinkled bull. I Escape 1/10 games not 1/3. Now if there was accurate MMR then technically 1 out of 4 survivors should escape a game and this is not reflective of game experience.
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Nothing here is relevant to the point behind my post that you quoted.
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Not reflective of -your- experience.
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I don't know why people keep saying this. It was bad for a week or two after the update was released, but it's fine now. MMR has adjusted. I've been playing a ton of survivor thanks to short queues and bonus bloodpoints, and my escape rate is as high as it's ever been.
Sure, I survived maybe 5% of games when the patch first dropped, but things have evened out since then.
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