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A Breakdown of DBD's Time Economy

Free_Hugs
Free_Hugs Member Posts: 304
edited March 2019 in General Discussions

This will be a collection of the interactions between objectives completion times, taking what a perk or addon says it does and extrapolating its practical impact on the game. Everything will be compared to the golden standard of generation completion time. 400 divided by # of active survivors. This is an initial rough draft to get the idea out there and will be edited / revised and updated based on feedback and desired information/comparisons.

Movespeed and Chases:

4M/s for survivors

4.6M/s for killer, 4.4M/s for slow killers

+Assuming a terror radius of 32 meters it will take a killer 53 seconds to catch up to a survivor running in a straight line away from the killer if they begin running the instant they are inside the radius. It will take 80 seconds for a slow killer to equalize that distance. Further divisions between fast/slow killers will be shown with a simple dividing line, 53/80.

+After a hit on a healthy survivor, the survivor receives a sprint boost and the killer wipes their weapon clean for two seconds. Assuming a starting point of 0 meters, a followup chase will be equalized again after 22/33.

+Sprint perks increase this time to 60/92 seconds for a killer to equalize distance.

+Pallet drops have four variations worth major consideration. Stun+break, Stun no break, enduring+spirit fury. It is hard to find the exact times for stun time and pallet breaking, so I will be assuming a duration of two seconds for each.

S+B: 4 seconds: 26/40 seconds added to the chase

SnB: 2 seconds: 13/20+ seconds added to chase, dependent on pathing

E+S: .5 seconds: 3/5 seconds added to chase

+Vaults have two major considerations for their use, fast vaults and medium vaults killers always vault at a speed of 1.7 seconds while fast vaults are .5 seconds and medium vaults are .9 seconds.

Fast: 1.2 seconds: 8/12 seconds added to chase per vault

Medium: .8 seconds: 5/8 seconds added to chase per vault

Applying these values to the golden standard we can reach a few conclusions.

If survivors did nothing but run in a straight line, and the average killer only ran in a straight line after them, it would be assumed that, if it took no time to find the first survivor and they spawned on the edge of the terror radius, as all other survivors spawned on separate generators.

75/113 seconds to get the first hook, of which 225/340 of 400 generator repair time has been completed.

After the first hook the "killer momentum" cycle is assumed to start, of which one survivor is perpetually on the hook, another survivor is going for the save, and the last survivor is healing or being chased with one health state and the final survivor is repairing.

Each chase and subsequent hook, with no vaults or pallets used, will take 53/80 seconds and all generators will be completed and exit gates opened after 4/1 additional hooks. 3/0 additional hooks with Adrenaline.

On average, with no pallets used all generators will be powered after 5 hooks for a fast killer, or 2 hooks for a slow killer, without powers being used to improve chase times.

Without pallets or vaults being taken into consideration, to kill all four survivors with three hooks each, assuming as wide/non-tunneling a distribution as possible on sacrifices a killer needs to spend 650 seconds on chases to achieve their first kill.

This means that, after the initial hook at 225/340 a killer has to make up a difference of 250/580 seconds using their power to finish the game with a 4k, assuming survivor action efficiency is too hampered to complete any generator progression after the first kill.


TL;DR: In summary, for a killer to be "good" their power needs to either reduce chase times across a match by 250 seconds for a fast killer, or 580 seconds for a slow killer, if survivors only ever ran in straight lines and vaults and pallets were never used. If there is no tunneling what so ever.

TL;DR but angry: If you would like something in the OP changed, bring it up in discussion. The OP will be activly updated to reflect concerns of subsequent discussion.

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