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lets discuss if you think kill rates help balance the game when collecting data?

my personal opinion is that kill rates have nothing to do with how good a killer is (addons and perks used are more important).

according to kill stats nurse is near the bottom. i know there have been some addons that were nerfed because the overperformed at higher mmr (twins)

thoughts?

Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 3,129

    If you're only using one primary metric then kills/escapes is the most important. It's also the statistic that balances both game mechanics and MMR at the same time, so balancing around something else could mean even worse matchmaking.

    That said, I generally believe that there's no such thing as bad data. I would hope that BHVR has the stats available to track things like match length, number of gens completed, number of hooks, and loadouts (perks, items, add-ons). Even stats like chase length (which may or may not be available to them) can give a better idea of time to kill.

    These can give context to a kill rate that might help for balancing, but shouldn't be the primary focus. For example, bubba and nemesis have the same kill rate (59% per September stats) but Nemi might have an average of 9 unique hooks per game, while bubba might be more like 7. But if there's a discrepancy in other stats it might give a clearer picture of where certain killers are struggling.

  • Laluzi
    Laluzi Member Posts: 6,233

    Kill rates certainly matter, and they're important data - they're just sometimes obfuscated by different factors.

    So you need to stratify them with MMR, perks, and addons, and account for certain game trends like, say, a popularized strat most players don't know how to counter like Condemn slugging Sadako or 3-genning Knight, or an abnormal number of hook suicides against the unpopular killer of the month (Freddy, Legion, Knight, and Skull Merchant to name a few.) You also have to consider that certain killers have a high learning curve, like Nurse or Twins, because those kill rates will be skewed even in mid MMR by average/experienced killer players trying to pick them up.

    But once that's accounted for, it's about the best data you'll get. Twins are in a very weird zone where a few highly dedicated players actually can skew their numbers because virtually nobody plays them (and virtually nobody knows how to play against them, either.)

  • Caiman
    Caiman Member Posts: 3,472

    Trying to understand anything through raw statistics is usually a bad idea, especially when you have little or no context. Data only matters if you know how to interpret it properly.

  • SMitchell8
    SMitchell8 Member Posts: 3,304

    Would like to see them introduce a poll so that players can rate how good, bad, fun or boring a kilker is to play as/against.

  • Skill_issue
    Skill_issue Member Posts: 542

    yeah those are good points...i saw some other people asking for hooks to be the prime data used instead of straight kills. Chase length might be available since the new skull merchant perk tracks the longest chased survivor

  • Skill_issue
    Skill_issue Member Posts: 542
  • LuthirFontaine
    LuthirFontaine Member Posts: 375

    Every killer would be polled weak if the forum is any indicator. Kills isnt the best way to balance but im not sold on anything else right now

  • Skill_issue
    Skill_issue Member Posts: 542

    yeah the twins are a fascinating case since they are the lowest picked killer (if i remember correctly next to nurse) and yet have a high kill rate

  • SMitchell8
    SMitchell8 Member Posts: 3,304

    Well if they saw the feedback in regards to certain killers and there playstyles, perhaps they might act upon them. If say Knight got ranked 2nd weakest to play and 2nd most boring, they could think about reworks and avoid making those mistakes in future chapters.

  • Skill_issue
    Skill_issue Member Posts: 542

    it is happening right now with all the skull merchant posts