http://dbd.game/killswitch
So...why have y'all genuinely started believing that Killer should be the "Power Role"
I've heard this sentiment a lot since 6.1.0 stats have released and me/some other folk were baffled at how anyone thought these stats were good.
So like,why the hell do you think it should be the power role? This isn't a lore accurate singleplayer experience of The Fog where Killers kill 90% of Survivors. This is a multiplayer asym game that should strive for a 50% escape/kill rate. You dont screw over one of the sides gameplays just for the sake of "mah horror". Horror is not a real aspect of this game. Take a look at ######### Wesker at the least and tell me this game is supposed to be real scary. This is supposed to be a fun multiplayer game with mild horror elements that go away more and more the longer you play.
The sentiment that Killers are "murder machines and should be feared" is silly at best,stupid and dangerous for the game's balance at most. I genuinely dont understand why the people who think Killer should be a power role play this game. It's multiplayer. If you want a power role.please play a singleplayer game.
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Those stats are heavily flawed, you can't really gauge much of anything from them.
That's a kill rate for the entire game, including newer/casual/bad players who die the vast majority of the time. It is not representative of gameplay with actual good player, where the kill rate is much much lower.
Just to throw an example out there: low MMR kill rate 90%, good player kill rate 30%, 60% overall kill rate. But the game is still unbalanced in the survivors favor since obviously you don't consider the game being balanced by taking into account people aren't even good at it, which is the majority of the player base.
TL;DR the lower skilled players are inflating the kill rates so it seems like killer is in a much better spot than it actually is.
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On top of the fact that the stats you're referring to are so broad and unfiltered that they're almost meaningless, I've never fully understood how the term "power role" is being used in these discussions.
To me, "power role" must surely mean the role that inherently has more power in terms of core design instead of live balance, so... obviously killer is the power role and always has been. The killer can't be removed from the match, the killer must be either stunned or ran from, and so pretty obviously killer is the power role. As survivor, you can die. As killer, you can't.
So... yeah, of course the killer "should" be the power role, and it is. It has been the whole time.
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Otzdarva and Jund have 30% killrate?
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Because Its 1vs4? It's not 1v1.
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But thats what generally what power role means... killers can have the most control of the match unless its survivors that want to win which usually results in power shifts depending on mistakes on either side.
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Killer... undeniably is the power role, though. They're the 1 in a 1v4. That's what power role means. The killer is the most powerful individual player in a match and has large advantages meant to balance out the survivors' strength in numbers.
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This x100
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Top survivor streamers have a 60% death rate?
Both those groups are less than 1% of the player base and play this game for a living.
Besides that I don't know either of their escape/kill rates.
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Because Jason/Myers/Freddie etc etc are the power roles and not the unarmed teenagers .....
Oh and its 4 v 1 with the 4 being able to be on comms
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It's an asymmetrical game. If in a 1v4 the 1 is not significantly stronger you have a real problem. Where would the fun be in knowing that it's unlikely you're gonna die in a match? Wouldn't that make the game feel stale and unimpressive from survivor's perspective? Who would even play killer if they knew they would get bullied every match with little to no chance of winning? A 60% kill rate is not a bad thing necessarily since it gives the survivors a feeling that there are some stakes in a match. Obviously you want to win so there is a thrill in knowing that you're fighting the odds. For killers the thrill comes in every second because you have to make decisions constantly. There is no break where you can just hold M1 on a gen for a bit. Also a 60% kill rate overall does not consider the disparity between SoloQ and SWF. If it was more like 50% SFWs would be wreaking havoc to the overall experience of the game way more than they do now. Right now killers are the power role as long as there isn't too much stacked against them in terms of maps, perks, items, addons and individual player skill. The balance is definitely not perfect but it's more healthy than it has been over the last 2 years.
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Killers need to be a threat for the game to really feel like what the developers want it to feel like. Balancing around a 50% kill rate doesnt really make them feel all that powerful so BHVR is trying to balance around 60%. This seems fair to me, survivors still have a decent chance to escape, it's just that i'll take a bit more work.
The main issue is the huge disparity between SWF and solo-q escape rates. They need to buff solo-q so it's closer SWF levels of power and then a 60% would be fine.
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1 killer is competing with 4 survivors so that 1 killer is clearly the power role. Are you mad about the nomenclature or something? What a useless post lol
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killer -> powerrole
survivor -> victims
If you want to play the powerrole play killer
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Ina 1v4 the 1 should be stronger in every 1v1 and it should either take the whole team or a really skilled duo to overpower him.
The only thing that really bugs me to no end is when you have guys like trapper nemi or oni and the door gets blocked by a Feng or nea I mean how that makes me instantly feel #########
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How can the killer not be the power role? It's one killer versus four survivors.
Killer = power role, can dominate against multiple survivors.
Survivors = can beat the power role via teamwork due to superior numbers.
That's the fundamental basis of any asymmetrical game.
If the killer wasn't the power role, if a survivor stood as much chance against the killer in a 1v1 scenario, then the game would be wildly imbalanced in the survivors favour, and it simply wouldn't work.
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yes the thing murdering the people in the trial should be feared. I think its dumb that survivor mains think that the killer needs to be their plaything.
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They strive for 60% because matches are generally snowball based and more or less all or nothing, so it lets them give both sides a decent chance to snowball into a win but also lets them include mechanics like the hatch
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Um… 1v4?
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Even if it was 1vs100, if a single character is able to kill 50 out of the 100 players, that's already the power role, as a single individual is able to take down 50 of the teamed up characters.
Heck, even if the single character has enough power to kill only 10 out of the 100 other players it would be a power role, but it wouldn't be balanced. It would be heavily skewed towards the team rather than the single player.
Just because the game is asymetrical it doesn't mean you have to ignore the 50% win rate rule, otherwise it's imbalanced.
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Because people often enjoy a thematic game experience over a mindless pvp experience.
If you want a mechanical pvp experience then great we have tic tac toe, checkers, fortnight you know faceless themeless mechanical pvp experiences.
I prefer a thematic survival horror with a pvp element over just a pvp mechanism with a horror veneer.
Wesker ain’t a great example because basically he’s crap, he’s been crap since his inception and every depiction of him has been laughably comical rather than thematically scary. But RE is a big franchise and a crossover is big bucks so make of that what you will.
Weak antagonists make for weak experiences. There has been a surge in story telling lately of overpowered hero’s facing off against weak ridiculous antagonists. It’s why super hero movies often suck, there is no threat just lots of meaningless explosions. That can’t harm the hero.
If dbd wants to stay true to the slasher flicks that spawned it, and make up a large part of the killer roster, then killers gotta be mean and imposing.
That’s the “killer should be the power role” argument in a nutshell.
I think it’s a good point because what am I trying to escape from if there is no threat?
Now I realise it’s not exactly fair but that’s not necessarily a bad thing given what the game is about. You want a game experience that makes killer imposing and game driving, while survivor is desperate and tense. You get that by making killer the imposing role.
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its a 4 v 1 one side needs to have AT LEAST a little more advantage
please think a bit before posting something
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60% kill rate makes sense because survivor is a team role. Everyone needs to be working decently and accordingly to get good results. Everyone here knows already how a single weak link can give the killer a 4k even if the other 3 survivors are looping gods. 50/50 results are fit more into the symmetrical game, just look how Among Us, probably the most succesful assymetrical game ever, also gave impostors a 60% win rate.
The only thing that needs adjustment is how this 60% kill rate is achieved. Right now the problem is that camping and tunneling are way too powerful while going for hooks and skillful plays isn't rewarding at all.
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50% of what though? High MMR? Low MMR? Mid? Aggregate? If we have killer stomping at low MMR and survivors stomping at high MMR and the aggregate is 50% is the game balanced? People on both ends of the spectrum would have terrible games but we would have our "50%" value. There's a reason why BHVR does not release the stats bracketed by MMR and instead shows the full aggregation.
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Killer should be the power role in a 1v1, not in a 4v1. No one should be the power role in a 4v1, it should be balanced for both parties involved.
What a lot of people seem to believe when they say "power role" on here though, is that they're entitled to kills.
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Not only are killrates not possible to accurately track in this game (due to a variety of reasons,) they are going to vary between skill levels, as others have mentioned. Below a certain MMR the stats might as well not even be tracked, because how to kill is simply more self evident than how to escape. "do gens" is obvious, but being efficient at doing gens apparently takes some people thousands of hours before it clicks somehow, which is why there is such a massive kill disparity across skill levels.
Even if you ignored all of that, you would want more than 50% because you would want more 4ks than 4e's, since the latter is the outcome of least interaction. A 4E can have anywhere from 0-8 hooks, and yet the killer did not secure a single kill within those interactions, making their impact very minimal, comparatively a 4K means that 12 hook states had to be achieved, with 4-12 hooks having been secured and pressure created between the two sides at the very minimum.
Lastly the 1 has to work a lot harder than the 4. Individual input is considerably higher, and there are no fallback teammates to rely on to carry you. There is a tremendous amount of metadata that either side can keep track of, but for killers it is much more mandatory to do so by comparison. The game purposely obfuscates a lot of key details that makes life harder, and they get considerably less "free" information (not knowing how many stacks your power has on someone vs being told exactly what hex you're affected with the second it activates, for example.) Between those three factors the kill rate is supposed to be higher than 50% by design because that is how asymmetrical balance works.
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Just to use some actual numbers for context, Nightlight's average kill rates were about 49% prior to the rework and are about 54% currently. I'm pretty sure its kill rates skew a bit lower than the overall stats over all games because the players using the site are going to tend to have more play experience than average players who won't be interested enough in the game to upload data. And the common consensus is that lower MMR matches have higher kill rates so it shouldn't be surprising if a site like this is a bit lower kill rate than the 60% or whatever the devs currently see overall.
What would be neat to see would be a kill rate by MMR chart similar to the ones the devs did in June for perk usage by MMR. Each line would be a killer and the plots would be kill rates by MMR rating. I'm pretty sure there'd be some trends like stealth killers doing well at average and low MMR but worse at high MMR and Nurse being not so great at average and low MMR but above average at high MMR because of her learning curve. It also would give a finer sense of where that 60% kill rate or whatever the game currently has is coming from.
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"Mild horror elements"? Like repeatedly sticking people on hooks as a sacrifice? Chainsawing people to death? Bludgeoning them to death? Tearing their necks open? Stabbing them to death and taking selfies with them as blood pours out of their mouths? THOSE "mild horror elements"?
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4 escapes being the "outcome of least interaction" is kind of a lie, and that has been the basis for a lot of arguments against camping. You can get 6 hook states (2 kills, not spread out) and enter a tie with very minimal interaction, yet you can lose a match where you've tried to apply pressure and managed to spread all 8 hook states.
Killers having less information than survivors isn't meant to make killers work harder, but it's actually a side effect of being the power role. It's the entire reason why survivors play on third person while killers play on first person. For the sake of fairness, you cannot ask to be the power role and expect the same treatment as the team at a disadvantage.
4Ks and 4Es should be around equally as uncommon. An average killer should be able to get around 2 kills per match, and an average survivor should have roughly a 50% escape rate. Lowest and highest ranks should never go much further than a 45%~55% kill or escape rate. They will naturally have an imbalance in the extremes, but that should be what needs to be rebalanced to be kept in line to the 50%. Every single game does this, where the balancing adresses both ends of the player skill spectrum.
This is also the reason why some people advocate for things like base kit kindred. To push up the win rate of the lower end. In theory, giving the lower end (mostly solo-q) the same tools SWFs have should close the gap and make balancing easier. If doing this decreases the kill rate, follow-up buffs for killer should come into play.
Asking, like some people in previous comments (this part is mostly for those), to not balance for the 50% because "well, but what if high level killer is like 30% kill rate??? do you want to nerf them???" is like saying Sadako doesn't need any changes because Nurse and Blight exist. If there are outliers, you rebalance them to be put back in line. Saying "No, because what about high/low rank" is the lazy way out.
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People really lost what the meaning is of "power role"
Killer is the power role, it has always been the power role and it will always be the power role regardless of balance
All it means is that the killer is the single person that has to use their own power against the number role who are individually weaker but have numbers on their side.
That's all it means, doesn't mean they have to be overpowered or anything like that.
All it means is that they are the one big pawn who go against multiple weaker pawns
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This is a bit too much idealism though. The game simply can't be balanced quite so perfectly that the range between the extremes at the highest and lowest skill levels are merely 5% apart.
Newbie survivors will always be at a disadvantage against newer killers, because the strength of a good survivor team is coordination, which comes from information and experience. These are not things you can account for via mechanical game balancing, they are player factors, not game factors. The lower end of the skill spectrum will always favour the killer, quite heavily, because inexperience simply hurts survivors more.
Which poses the question, at which point do you aim for balance? A median level? If you aimed for 50% average across all skills levels, you are accepting a killer-favoured skew at the lowest end, which means there must be a survivor-favoured skew at the higher end.
Should the highest skill level be survivors sided? Should the highest level killers resign themselves to a permanent disadvantage?
Its not an inevitability that the highest skill bracket should be survivor sided, not in the same way that the lowest skill bracket must be killer-sided simply due to the basic format of the game. Surely you would want to discount the fact that newbies will have tougher survivor games, and then balance the rest of the game around that conclusion. So lets say you discount the lowest 10%, aiming to balance the 'top' 90% of players to some sort of average. If the 'top 90%' have an average kill rate of 50%, then that same balance state, when factoring in the 10% you originally discounted, will skew to 55%.
If you discount the bottom 20%, then the 'balanced state' of the 'top 80%' of players will look like a 60% kill rate when applied to the entire playerbase.
TLDR: The top skill bracket shouldn't have to be survivor sided, but the bottom skill bracket will inevitably be killer sided. This means in a balanced state, when averaging the entire playerbase into one single figure average, it will look like a killer-favoured state.
This is merely a symptom of trying to boil game balance down into one single figure. Having one single 'average kill rate' for the entire game, is simply bad statistics. But when you don't have any defined ranking system or even a decent way of measuring skill, that's all you have to go on. You need to play mathematical 'tricks' to account for all these variables that you know will skew the data, and then you eventually end up with a figure that, while it does represent a fair state for the game, doesn't look all that pretty, and that's how we get to "a 60% kill rate is balanced".
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I agree with what you said except one thing. You're forgetting you can't play as a team and work together if you have let's say 3 SWFs and a solo person.
That's why I think BHVR should add something for the survivors to communicate. But if they do this then you will have the killers complain that survivors work too much together. I have seen many videos on YouTube where killers have gotten mad because of SWFs because they work good together. Now the question is how to balance where a solo person can communicate with the others. A solo person will always be weaker than their mates because of lack of communication.
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I personally think not all killers should be nerfed or something. It’s only the broken killers like nurse and spirit and certain add ons that should be nerfed. Myers infinite Tier 3, spirits dried cherry blossom, blights alchemist ring.. just to name a few.
Post edited by legacycolt on0 -
Because the killer is the guy who kill the people in the game. ¯\_(ツ)_/¯
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Yeah I agree some sort of communication is a necessity at this point, imo they should add a dialogue wheel with premade text like "I'm doing a gen", "the killer is chasing me" etc.
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It would definitely make a difference. I think if a communication command was added the game would be more balanced survivor wise anyways. Let's hope in the future BHVR will add it.
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Camping is an interaction so its already more interactions than zero, and you're ignoring what the description means: You can't get a 4k unless there is interaction, but you can certainly get a 4E if the killer is afk in the basement and does nothing. Its not a "lie," its a lopsided possibility that one outcome can have over the other, which is important for statistical relevance. I've already covered the ranges of interaction potential between the two, and never implied that all 4Es mean the killer did nothing to interact, I simply presented that the opposite outcome of 4E DOESN'T require interaction, thus making it less statistically ideal (as you will want the sample set to offset that possibility at least enough to negate it, while wanting more to offset any unaccounted for affect it can have on the rest of your set.)
Killers having less information than survivors isn't meant to make killers work harder, but it's actually a side effect of being the power role.Being the power role is supposed to make you have to track considerably more information with little visual or auditory asistance, while fighting with chase music so loud that it prevents footsteps from being heard depending on literally what cosmetics they're using paired with whether the sound attenuation bug that has been in then game for ages decides to play nice? I understand your point as to why its designed that way, but you are being pretty bold to assume everything works properly enough to match. Meanwhile the next big thing survivors want basekit is either kindred, or icons for every single action that any other survivor is doing at any given time. There is an absolutely massive information disparity well beyond the normal hunter/hider dichotomy, and the proposed UB basekit situation would create another big one: Accounting for 45 second basekit UB is completely different from accounting for 22.5s, and the killer has zero idea which they would have until its too late to adapt. That type of scenario is just like the slug-or-risk-ds one in the past, having to listen for sound after an unhook to know if they have OTR on top of the free basekit BT, having zero way of knowing if they're hiding DS in order to reset their deep wounds to use multiple endurance effects, etc. And keep in mind, these are all just 1v1 scenarios, you have to also keep track of the other 3 survivors simultaneously with absolutely no assistance outside of perks that provide auras at specific times. As someone with ADHD I literally cannot track the amount of metadata that is necessary to play the role effectively due to how important that information gets the higher you climb, and I don't fault anyone who has similar issues.
TL:DR, its not that you're wrong, its that BHVR doesn't understand how to handle that type of advantage/disadvantage in a way that doesn't turn the "stronger role" into a "weaker" one. Until this game is bug free and every mechanic works how it is supposed to, killers will always have a much higher amount of information they need to track mentally, well beyond what should be normal for the role division.
4Ks and 4Es should be around equally as uncommon. An average killer should be able to get around 2 kills per match, and an average survivor should have roughly a 50% escape rate.What do you actually base this on? In an asymmetrical game, the two opposing sides have different objectives, different time to completes, different degrees of individual agency, and different tools to work toward their objective while denying the opponent theirs. All of these facts mean that if skill is equal, the 1 will always have to work considerably harder than the 4, with the only exception being when the skill quotient is so low that it is statistically irreverent (at which point, it is determined almost solely based on how self-evident and/or intuitive each role is toward their objective.) 1v4 by nature means that the 1 is always supposed to be equal to the 4 in order to have a good game, which begs the question of how you would possibly hope to design a 50% win rate when 4/5 players have to both work together to maintain efficiency equal to the 1 opponent, but also not be able to use their individual agency to provide a disproportionate amount of progress for their teammates who provided much less. This isn't a fighting game or a FPS where the rules are tailored specifically to making every match as fair as possible, this is a game where someone can ragequit because a nurse tagged them in the first 30 seconds and now you're trying to win a 1v3 vs nurse at 5 gens (which is still possible, but it would certainly deviate from a 50% win rate.) Its far too random to make that kind of assumption, a game can be over before it even loads. That example goes both ways btw, and there can also be games where the killer wants to farm or uses an extremely meme build and underperforms despite being skilled enough to roll with a 4k.
If nothing else, the kill ratio should be higher than 50% exactly because the killer needs to do considerably more work than any individual on the opposite side in any match that plays out as designed.
This is also the reason why some people advocate for things like base kit kindred. To push up the win rate of the lower end.And Kindred is a perk that gains more value the more you understand it, which is why its a terrible idea. The only realistic thing that will fix low level players is to stop pampering them when they knowingly make bad plays. They need to learn the difference between a killer facecamping and one who was trying to leave the hook before they ran right past and tried to unhook in their face. The more they baby people with basekit BT (which they even had to buff because they STILL didn't understand how to use the tool they were given) the more they let them justify their own objectively bad plays (and in some cases, even turn them into lose/lose ones for the killer because why not?) the less reason they have to think they need to improve, and all it ends up doing is giving better players more tools to abuse.
Asking, like some people in previous comments (this part is mostly for those), to not balance for the 50% because "well, but what if high level killer is like 30% kill rate??? do you want to nerf them???"Thank you for clarifying you werent conflating me with similar arguments, but for my actual input on that situation: Kills should be in the upper 50's to mid 60's, enough to be within 2k/2e without being enough to round up to 3k/1e. It should also be within that range for all killers, which means that a lot of killers would need a lot of work in viability at different skill levels. Killers that are outliers due to high/low skill requirements or other important variables should have their value weighted to account for those (for example, a 40% nurse is still perfectly fine since her high skill floor means her performance will be weighed down considerably by people learning how to use her) and the long overdue practice mode where you can load into a custom game without a friend would do wonders for a lot of these statistics. Just like removing the corrupting elements like suicide on hook would (which is a topic I completely avoided, but is certainly relevant to anything talking kill%'s.)
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TBH they just need to get better at being able to accommodate the low end without giving new tools to the high end. If there's anything we've learned with how they handle balance, that type of nuance is the one thing they will never truly understand. The whole Thana situation will always be a perfect example of that, as will how many disasters happen across various PTBs. They need to make things more intuitive and self evident instead of wondering why 90% of the community has a semi-justified bias against people running perks like self care. Hell, there are still people who call perks like Windows a training wheels baby perk, when its legit meta at high MMR currently (especially in solo.)
Too many aspects of the game require experience or crazy acute game sense to understand, and at face value newer players are going to get rolled over it constantly. More experienced players either learn that extra info and get better, or complain and stay stuck there. None of that will ever change until the game holds their hands in the understanding part rather than the second chances or even the information provided ones.
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Think it would help with their stats more if they added PTB to consoles? I ask because when they run PTB it's only on the computer and they will always have different results than those of us who play on console?
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Yes absolutely. If we would have more concise and workable data than maybe we could make some arguments. As is, the data is basically unusable.
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Sadly not, the PTBs are a bit of a ****show for getting actual data. There is generally no MMR and no progression/consequences so people just mess around to learn things then either go back to live or try to do sanity/smoke tests. Or just take advantage of broken stuff like during the boon one or the boil over one and just try to make the other side miserable while they're trying to test things on their own. The PTBs only statistical functions are as smoke tests at this point: aside from the obvious introduction to new content, people are trying to find out how broken they are and if they are ok to hit live without changes. Everything else is pretty much pointless unless you are only doing custom games with likeminded people.
They really need to do occasional closed beta PTBs with fog whisperers and other detail oriented content creators. They have a massive pool of playtesting at their fingertips but don't understand how to coordinate it for that end. Otherwise it feels like they truly use the PTBs more to advertise the content thats coming out and to give a preview of it, but not much else.
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Nightlight's kill rates don't really tell us much, other than supporting that kill rates across the board went up. But its perk usage stats are a little more reliable because they're based on the perks the random opponents are using and not the perks the people uploading the data are using. The exact percentages are a bit different in the overall data since these things vary by region (e.g. Self-Care is more popular in Asia according to the devs so it doesn't show up as much on Nightlight as the global stats) but the general trends and orders are probably consistent with the overall game (e.g. Dead Hard and Windows of Opportunity are the top two survivor perks on Nightlight and probably also in the top two or three or four perks overall.)
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Because you should have 4 survivors = 1 killer in strength, a single survivors shouldn’t be on par with a single killer, its always been this way since 1.0.0
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unless youre playing sadako lmao
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Yes,by that definition they are. I've just seen a lot of people wanting Killer to be so threatening survivors rarely escape because "power role should be scary" blah blah. Hence the thread. I saw one too many people parroting that rhetoric,which seems super unhealthy imho.
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I'm not disproving the stats, I'm explaining that the stats don't say much of anything and why using an example.
The stats are true. The stats just don't tell us anything, or are you trying to say Self care is the strongest survivor perk? After all, the stats said so.
It's the same reason why Pig and Pinhead topped the last kill stats. The stats are worthless if they include literally the entire playerbase with no separation at all between skill levels.
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I mean thats cool and all, but its so unfocused you're probably not going to achieve what youre going for. The killer is supposed to be the power role, but that doesn't mean that they should get 3-4k's every game. You're mixing two arguments that arent mutually exclusive.
The killer needs to be the power role because they need to consistently be able to have the advantage in at least 1v1 situations, as they are also balancing the other 1v3 simultaneously. They are doing the work of multiple people and their role needs to reflect that increased requirement. When people can 1v1 at high level and force lose/lose situations on the killer, it diminishes their standing as the "power role" while doubling down on how outnumbered they are. Its a discussion about agency denial and disproportionate potential in each of the 4 survivors more than anything.
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Did you mean the 61% stat that they constantly disclaim not to use as a basis for arguments? Because they always seems pretty quick to put that disclaimer on any stats they release for that specific reason.
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People keep talking about adrenaline vial like it's even a top 3 add-on for blight, It's simply over rated without c33 and even then it's downsides are extreme. You wanna talk alch ring, iri tag and c33 go for it. But adrenaline vials downside isn't just lower turn rate.
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I meant alchemist ring, I’ll correct it.
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The power role is not the one who "wins more" but the one who has the ability to lead the course of the game. Like if the killer wants to stop from repairing this Gen he can force you to, but if you want to make the killer move or anything really, well you can't.
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