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Balancing the game around 60% kill rate makes no sense

Why would someone play a multiplayer game where they're expected to lose most of their matches?
Combine it with the fact that solo queue is a massive coinflip with people disconnecting and giving up on hook.
There's just no way to enjoy the game if you play solo and actually care about winning.

Playing killer became way too easy as well unless you play non-meta killers against a decent premade

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Comments

  • kit_mason
    kit_mason Member Posts: 688
    edited January 26

    There's just no way to enjoy the game if you play solo and actually care about winning.

    I do. All the time, in fact. And I care enough about my winrate to track it and other stats for my solo play. Solo survivors may be more chaotic but they're also perfectly capable of winning. You do have to fully pull your own weight and sometimes you have to play around some… choice decisions from them, but that's part of the challenge, and enjoying a challenge is key to any game, no?

    More broadly, if you don't enjoy the game solo, just don't play solo survivor. Games are meant to be fun, after all.

  • AssortedSorting
    AssortedSorting Member Posts: 1,521

    Because ideally the goal is to emulate a slasher flick: Killer kills a couple people and the last one(s) alive escape. Then based on skill players being able to shift that to a degree.

    Unfortunately, while a moviegoer gets to continue watching through the movie without any media shift as characters die, once a Survivor dies in DBD their engagement with the game media ceases.

    Really hope they add some kind of "afterlife" mechanic to keep players playing after they die, and ultimately able to see if their efforts helped others escape from the Killer or not.

  • Feneroe
    Feneroe Member Posts: 317

    An eliminated survivor can still spectate. There should never be a mechanic that allows an eliminated survivor to affect the outcome of the match.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    A 50% win rate would be a 62.5% kill rate (halfway between a 2k and a 3k), so a 60% kill rate means you're expected to win slightly under half of your matches.

  • Falcao
    Falcao Member Posts: 214

    Do you want to play solo against Nurse and Blight? developers don't care, the main thing is to buy skins. But you'll be a slug in a beautiful skin.

  • AssortedSorting
    AssortedSorting Member Posts: 1,521
    edited January 26

    Yes, their "game" now becomes a "movie", but it is no longer a game.

    I agree they shouldn't be allowed to interact with the Trial any further, but it'd be nice if somehow it was still a game.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,948

    A 50% win rate would be a 62.5% kill rate (halfway between a 2k and a 3k)

    How did you get that number?

    Data I talked about was based on results from nightlight. 50% win rate is not even close to 62.5% on anyone.

    Issue is if you have a killer who is good at securing 1 kill at least (camping), kill rate is going to seem higher even with killer who has same win rate, but not by camping.

    btw here is link to the post I talked about:

  • kit_mason
    kit_mason Member Posts: 688
    edited January 26

    im in agreement that we should have a 60% kill rate… but doesnt this kill distribution show that its a 0k/1k about 44% of the time, rounded up?

    2k philosophy is a huge part of the balancing point discussion, but if you think 2k = draw then this isn't necessarily poor balance.

    (again, Im in agreement with you, im of the opinion that 2k = survivor win and under that philosophy 60% KR = 50% WR.)

  • imabakedpot8o
    imabakedpot8o Member Posts: 158

    literally. they expect me to want to play a game where im statistically destined to lose the majority of my games? rocket league could never

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796
    edited January 26

    The way I'd go about this is make the BP's gained in a match a total of all 4 survivors efforts put together, so you can have an incentive to keep watching and get BPs or not feel bad when you're tunneled out when playing with friends. Or better yet, have all 5 players BP's count toward their grand total, encouraging fair gameplay for all when and stopping tunneling people out to maximise BP gain possibly.

    I don't understand why so many perk abilities dont have score events either.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    i count 2k as losses as they break win-streaks so yeah. balancing around 50% means that every killer should be ghostface-level or lower.

    every killer ability would be at best 1 perk slot, like you go undetectable. the power.

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 478

    Like it or not DBD is a casual game not designed for SWF gameplay. If they did the kill rate will increase to 90+% and many casuals who make up most of the actual player base would LEAVE. BHVR is walking a very fine tight rope not too hard for most of the player base will still trying to balance against SWFS in some ways.

  • Emeal
    Emeal Member Posts: 6,616

    The reason the Killer killrate is the way it is, is because of the Survivors, there are four and for them to lose, 3 must die.
    With a 60% to 65% kill rate Killers will at completely fair mmr, they will kill 2.4 to 2.6 survivor each match.

    This means the game could go either way for either Killer or Survivor because its hanging on 2.5 roughly, which means the third Survivor is always contested or 50/50 for the Killer and the Survivors Sides. This is how you make a 1v4 game fair.

    This is also why for Killers less than 2 is a loss, 2 Dead Survivors is a draw in MMR, they have to kill 3-4 to go up.
    They have to be better than average of their MMR to progress. Survivor are different needing win via Exit Gate or die to lose to change their MMR, and Draw via Hatch.

  • fussy
    fussy Member Posts: 2,099

    Matches with DC don't count already, but in most soloq matches, even without someone DC or gave up on hook, survivors do more for killing, than killer himself.
    Hens reached 62% ESCAPE rate in soloq just with him playing slightly more team oriented. And honestly, I don't know how some players in soloq expect to escape at all with their skills, playstyle and knowledges. Majority of players with 1000h I went against know nothing except how to use Lithe as soon as they see me. Good, if they don't jump with it into my face.

  • LeFennecFox
    LeFennecFox Member Posts: 1,390

    People being self centered is why solo queue is so miserable whether it's giving up early, playing for a pointless solo escape, or any number of things. Me running the killer for a long time and being the only death IS A WIN.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited January 27

    First, a definition of a win. A win is a 3k or higher.

    That being said, if a killer had a 50% kill rate, that means on average he's getting only 2Ks - not enough for a win. If the killer had a 75% kill rate, then on average he's getting 3 kills (a win). Kills are essentially broken down into "chunks" of 4 which means the same thing but just a different way to view it. Every 25% is a chunk…and every "n" where n is a kill numerical value is also a chunk. In other words, a 0% kill rate is 0 kills. A 25% kill rate is 1 kill. A 50% kill rate is 2 kills. A 75% kill rate is 3 kills. A 100% kill rate is 4 kills. Those are our 4 possible chunks…you can ready it as either 0-4 or 0% - 100% in steps of 25. In order to have a "perfect" (on average) 50% win rate, then you must be halfway between a 2K and a 3K on average…meaning you need 2.5 kills on average for a 50% win rate. Over the course of several matches, that .5 will get you a win every other match. Just remember, that's just averaging across a lot of matches. While it's true killers can sometimes get 0 kills or 4 kills, we're just talking strictly averaging which would take those anomalies into account. Anyway, regarding the 2.5 kill rate, that .5 is "half" of our chunks - or another way to see it, 12.5% (half of 25% which is also one of our "chunks"). So, a 2.0 + 0.5 kill rate (ie a 50% + 12.5% kill rate) puts killers on average smack dab on a 50% win rate. Since killers are actually designed around a 60% kill rate (NOT a 62.5% kill rate), then they are designed on average over the course of multiple matches to win sliiiiiiightly under half of their matches.

    Bear in mind, this is based on what the community wildly accepts is a win condition for killer (3k+). A dev awhile back posted that getting a single kill is a killer win which doesn't make sense at first, but that was just them trying to reinforce the idea that every match there are 4 "battles" of 1 v 1 going on. That means from their POV, the killer can win anywhere between 0-4 times in a single match. That's just overly complicated to try to work with, so most of the community just sticks to a 3k+ being a killer win and don't really take too much heed to the concept that every match has 4 individual and distinct 1 v 1 scenarios happening at once. While that statement is absolutely true, a killer only getting a single kill while 3 others escape doesn't really feel much like a win nor a good way to balance the game around that being a killer victory.

  • Emeal
    Emeal Member Posts: 6,616

    I think its a like a glass half full situation, people see a 65% Killrate for the Power-role Killer and assume Survivors only win 40% of the time, but they forget or ignore the fact that they are 4 Survivor- role players, making it very likely someone will survive any game.

  • AssortedSorting
    AssortedSorting Member Posts: 1,521
    edited January 27

    Problem: "keep watching" doesn't make it a game, it's still a "movie".

    How about something like after being killed/sacrificed there's an echo ("spirit form") of themselves still stuck in the Trial until it ends?

    This echo is able to see Survivors (but not the Killer) and other echos, Survivors on Hook are able to see these players.

    This echo is able to interact with points on the map where an event occurred to them:

    • Where they got hit by the Killer
    • Where they were Healed or where they helped heal another survivor
    • Where they were Hooked
    • Where they were downed
    • Where they repaired a generator
    • Where they opened a chest
    • Where they cleansed a Totem
    • etc.

    Interaction with these points duplicate the BP earned (getting the same amount of BP as the Killer did at base for certain events), but isn't able to overcap Trial bloodpoints. (incentivizing trying not to die too quickly, and doing stuff)

    Survivors that successfully escape the Trial get 50% more bloodpoints that bypasses Trial BP caps (as they aren't able to make use of this feature, and to incentivize not just sacrificing themselves)

    Echo players can also opt to exit the match via the quit match menu option without any penalty, or phase through the Exit gates.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,948

    So you just tried to find what could be a result with 60% kill rate, but it has nothing to do with real games.

    The post I linked also works with 3k+ is a win, but results are actually submitted by players and it is calculated based on it.

    With your approach, results are simply out of touch with reality. Killers are going to have different results, by that I mean different % of games in each "chunk".

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited January 28

    Math is out of touch with reality....got it. A 50% win rate is literally an average of 2.5 kills per match. That translates to a 62.5% kill rate. I'm not saying it's 2.5 kills every match - I'm saying an average of 2.5 kills per match.

    If math's not your thing, that's fine. I merely was answering your question.

    Edit - and FYI, careful depending on nightlight - it's not reliable and tends to be skewed towards people just reporting wins. If people only reported wins, should we accept the report that killers have a 100% win rate? Of course not. Is it an extreme example, absolutely - but the fact remains those stars are self reported and human nature is human nature.

  • PetTheDoggo
    PetTheDoggo Member Posts: 1,948

    Math is out of touch with reality

    Statistics are not really simple math…

    You realize I can get way higher win rate, when all losses are going to be 0k and wins 3k. Compare to scenario when all losses are 1k and wins 4k.

    0/3K scenerio has 66% win rate while having 50% kill rate.

    1/4k scenerio has 50% win rate while having 50.5% kill rate.

    You see how that doesn't work? There is not only one option for same kill rate, each killer is going to have this different.

    If math's not your thing, that's fine.

    You just don't know how to use it…

    careful depending on nightlight - it's not reliable and tends to be skewed towards people just reporting wins

    Doesn't matter, there are clearly some losses too. If it was as you are saying, every killer would have above 60% kill rate, which is not the case and we had options to compare it with real data several times and it was usually close..

    Still it shows actually real pattern how kills are distributed for each game, which is better than fully guessing.

  • I_CAME
    I_CAME Member Posts: 1,582
    edited January 28

    *reached 62 after throwing out every game where someone gave up on the hook or dc'd. He also threw out a few more games where he didn't like how his teammates played. I went back and watched his streams shortly after this happened and his actual escape rate was much lower. don't know why people act like these games shouldn't count when they are a part of the player experience. Also doesn't even consider WHY people gave up. Was the match unwinnable?

  • YuffieGreatestWaifu
    YuffieGreatestWaifu Member Posts: 478

    I dont mind being at a disadvantage but you listen to people like Trutalent who wants to base the game off the 5% and thinks being survivor is way to easy.

  • Langweilig
    Langweilig Member Posts: 3,134
    edited February 13

    Only to clarify. They don’t aim for a 60% kill rate! They aim for 60-65%, that’s actually much higher.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,667

    Because the kill rate is balanced around 60% instead of 50%, it’s likely that a 2k is a loss in MMR, because 50% < 60%.

    If the MMR formula treated a 2k as a draw, it would encourage the kill rate to stabilize around 50%.

  • Gandor
    Gandor Member Posts: 4,374
    edited February 13

    The thing is, that I don't want to play the game where I am destined to loose 60% of time. As killer, you can basically never loose. 2k is draw (so NOT a loose), 60% kill rate means on average it's more then a draw. Survivors loose all the time, killers basically never. The only way to enjoy the game is to play killer and DBD spoiled killers I enjoyed.

    As survivor, I either escape, or I don't which is exactly the killrate. Thank you but no thank you to DBD

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited February 13

    After having this discussion 100 times, I think one misconception that a lot of survivors have is the killer draws on a 2k... the killer hasn't drawn in this scenario.

    The killers objective is to kill 4 survivors... thats is it. You achieve this most commonly by preventing gates from being powered at all. No one would deny preventing the gates being powered is a killer win.

    The only reason a 3k is considered a "win" is because the 4th survivor can escape via hatch or out of gate once hatch closes, so 3k being a "win" accounts for the Survivors last ditch hope mechanics... not because the Killer was "close enough to a 4k so that's a win". If hatch didn't exist and survivors MUST power the gate via gens to escape, then 3k would also not be a win for killer, since you failed to hold the gate and prevent survivors escaping.

    I think this is where a lot of this "2k is a tie" mentality comes from.... it doesn't consider the fact that the terms of the trial is simply a race to power generators and open/escape through the gate vs. killing all survivors before that happens. Failing to hold gates means you allowed legitimate escapes from the trial, thus you failed to maintain enough pressure for the killer objective.

    Due to this I think the 60% killrate is fine, even though I play more survivor than killer... however since this discussiom keeps coming up, I feel like the sweet spot for most players is a 55% killrate, and my logic is:

    • The gate not being opened is unequivocally a killer win.
    • The gate being opened means some number of survivors got a "legitimate escape", i.e. the killer failed their objective of killing all survivors. (This is why killers don't see a 2 man escape as a draw, the killer failed their objective of preventing any escapes through gate).
    • On a 50% killrate, 60% of your results are 0k, 1k, or 2k, meaning the gate must have been opened after completing 5 gens 60% of the time AT MINIMUM, thus the killer fails to hold gate 60% of the time. (The best case scenario assumes that vast majority of 1 man escapes are hatch/closed hatch into gate escapes, which is probably true)
    • On a 60% killrate, only 50% of your results are 0-2k, meaning only 50% of the time the gate must have opened after completing 5 gens and the killwr fauled to hold the gate. This means the killer is succeeded at their objective of preventing any "legitimate escapes" 50% of the time. (Why I think it's fine).

    As such on a 55% killrate, survivors complete opening the gate 55% of the time, but killers kill 2 or more survivors 55% of the time, therefore both are completing their respective objectives equally outside of scrambles at gate.

    Given majority of the player base are casual survivor or SoloQ players, a 55% kill rate is less demanding outside of high level and SWF coordination.

    However that is an admission that killer at high level will suck... so... Personally I still vote for 60% killrate.

  • Gandor
    Gandor Member Posts: 4,374
    edited February 13

    this is so backwards as saying we need HUUUUUGE surv buffs, because survivor's objective is to escape. Would you consider it win if someone you met died with you? Absolutely not. Even getting hit is traumatizing. So by the same backwards logic the game should be balanced around survivors escaping without getting hit… That's their objective after all

  • Gandor
    Gandor Member Posts: 4,374
    edited February 13

    When you really think about it, even 50% kill rate is quite generous. Because hatch escape counts as escape - even though in reality it's a draw. So to have correct half-way measure between survivor's clearly win no question about it and killer clearly won no question about it would be half way between 4 legitimate kills vs halfway between 4 legitimate gate escapes.

    Hatch should be struck out of the consideration as that's just pity draw mechanics.

    And halfway between 4 escape and 0 escape is 2 escape. Now taking into consideration hatch, optimal kill rate could be around 45% (maybe little more, but definitely below 50%).

    This does not even take into consideration that win is fun and maximizing fun would mean have more players win more often then loose.

    The only reason why 60% kill rate is the target is, that killer is often times stressful and so it's less fun. So to balance number of players, killer get more undeserved wins to dissuade survivors from playing the game and convincing killers to play more. When in fact correct solution would be to actually address reasons why playing killer feels so bad, that they have to be bribed with free wins just to play the game.

    (also the reverse is going to happen in 8v2. Survivors need to get bribed with easy games just to queue up, because killer is fun while survivor is not)

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited February 13

    I mean not sure I understand your argument tbh, but I suppose an alternative way of looking at it is to simplify the idea of an asym.

    So I have an asym where 1 player has a gun, and 4 players have knives. The Gun player has to kill all 4 Knives players to win. Every knife player wins if they are alive when the player with a gun dies. This is a simple as the asym concept can be.

    What is neat about this example is it follows a similar gameplay curve as DBD, where the more Knives players that die, the less likely the Knives players are to win, to the point that a 2vs1 is likely a losing game for Knives, and 1vs1 is petty much guaranteed death for the Knife player.... but for the sake of ease we'll assume each outcome is equally likely.

    Now what does a "tie" mean in this context? Our Knives side might call it a tie if 2 knives die and 2 knives live... therefore Gun players should expect to have a 50% killrate. However from the gun players perspective, in 4/5 games they are getting killed. They are losing 80% of their games. Even with a 60% killrate, the Gun player is still dying in 75% of their games.

    Lets now assume when we get to 1vs1, the Knife player can forfeit and Gun gets to win, and the last Knife player is considered to draw (like DBD hatch). Even then, Gun is making it to the one vs. one 45% of the time (effectively a 3k in DBD), winning less that 50% of their games.

    This is semantically no different to Killer in DBD, with a 50% killrate you are expected to be failing to kill 4 survivors in 80% of your games, and failing to kill 3 players in 60% of your games. You don't die in DBD, but you still failed your objective, and your argument is effectively "be happy with a draw"... even though it's not a draw... you failed as killer if you got a 2k.

    If I'm wrong, kindly tell me where my argument fails.

  • Gandor
    Gandor Member Posts: 4,374
    edited February 13

    Your argument fails at the very start. Gunman winning only if he kills all knive people is super arbitrary. The other extreme of that example would be if gunman escapes with his life without killing anyone (should game allow it).

    Now given dbd, you as a killer want to kill as many survivors as possible. On the other side as survivor you most definitely want to escape. However vast majority of players would consider it winning more if it's not just "i escaped", but also "i and everyone in my team escaped". These are the 2 extremes where (after some simplification) "you can't win more" (and yes for simplicity i am ignoring hook states).

    So basically as killer i want (my objective) 4k, as survivor i want 0k. Math tells me that means 2k (50% kill rate) instead of 2.4k being the exact split in the middle. That is fair compromise.

    If you don't like this way of looking at it, then take devs explenation of killer playing 4 gamed in 1 trial at the same time - if he kills 2, it means he won 2x and lost 2x. That's 2 wins only in 50% kill rate case. Anything above 50% means killer is on average winning more (partial) games then loosing.

    And this still conveniently counts hatch escape as an escape - which it absolutely isn't. Hatch is pity chance giving part of the game which only serves as an incentive for survivor to not quit the game when it's hopeless. Most survivors prefer all generators fixed gate escape over hatch escape, because free random hatch does not feel like a true win. Fully valid alternative to whole hatch mechanics would be vote to surender the game (which would probably mildly annoy killer as he's not able to enjoy free win)

    However devs clearly don't agree with fair 50% balancing, because in this fair setting, there's less killers then required amount - and the reason for that is stress/annoyance/etc with killer role. But instead of fixing that, people are trying to twist the logic why it's actually fair that survivors should loose most games and killers are entitled to outright loose (meaning not getting even the exact split between perfect win vs perfect loose) veeeery few games because "that's fair".

    NO IT ISN'T. Not by a long shot. And i refuse to play this game because of it - survivor is in game for free killers win just to bribe killer players to play the game even thru all the problems that make killers less desirable.

    Survivors undeserved loss is directly balanced against killer's frustration. For me that means both roles now suck hard and i am not playing either one (not since chucky). And that is not going to change until the game gets fair while at the same time less frustrating for killer. So long as it's like this, I rather play actual fair (symetrical) multiplayer games instead (where 56% win rate of 1 side equals to very fast hotfix and lots of talk in community compared to TARGETTED FREAKING 60%).

  • ProveKa
    ProveKa Member Posts: 187

    Demogorgon has a 50% kill rate, you are lying, which shows that the killers are weak. Also SWF is very powerful, the kill rate should be 95%.

  • VibranToucan
    VibranToucan Member Posts: 674
    edited February 14

    "For me that means both roles now suck hard and i am not playing either one (not since chucky)"

    You haven't played the game in over a year and still hang around the forums? And want to actively contribute to balance decisions?

    Anyway, I wish there was a 60% killrate. In reality its, at above baby MMR, more like 57%. And yes, killers should have a higher than 50% killrate.

    Firstly, lets talk about how much power people have over the game. Survivors have 4 offerings slots, compared to killers 1. Survivors have 4 items with 2 add ons each, compared to Killers just having 2 add ons. Survivors have 4 perks each, meaning 16, repeatable perks, Killers have 4 and they have to be 4 different. Due to Survivors having so many tools at their disposale, Survivors have way more power about the framework of a match than the killer has, and the killer has to adept. Giving the killer an advantage to make up for it makes sense.

    Secondly, lets talk SWF vs Soloqueue. Soloqueue is less organised than SWF and therefore usually ends up with a lower killrate. The killrates being so close to 50% means that very likely, they are at or below 50% for smart SWFs. Recent community data shows that Eyrie of Crows is by far the most played map and has an under 50% killrate. This map being a favourite for map offering SWFs. It can still be brought by a Soloqueue Survivor or randomly happen, which would push the killrate up, but it still has a below 50% killrate. If Survivors give their all, they can easily get an average under 50% killrate. But if SWFs could constantly crush killers, this wouldn't be fun. A higher than 50% killrate is needed so that killers can actually expect to have a decent shot when going against SWFs.

    Thirdly lets talk killer viability. The devs want you to be able to pick up any killer and be able to realistically win, even if going against Survivors. A higher than 50% average killrate, assuming no one killer spikes too hard above the rest, would make sure that this is possible with all killer. Cause a 50% killrate on average, keeping the current average in mind, would mean like a 44% killrate for Chucky. And nobody would want to play a character if it means losing that much.

    Fourthly, lets talk about kill destribution. Because 8 hooks can mean 0 kills and 9 hook stages can mean 3 killers. A killer doesn't win by hooking, they win by killing. In addition to that, a Survivor who is dead cannot work on gens anymore. Both of these factors combined lead to games being fairly snowbally. Getting two kills often doesn't mean two kills, but usually allows a snowball into a third kill. This means the numbers will always be squed towards the extremes, and trying to balance the game by balancing these two extremes out is not healthy.

    Fithly, lets talk giving up. If a Survivor decides they don't want to play the game for whatever reason, they can kill themself on hook or disconnect. This usually ends with the killer being able to win the game with 3 or 4 kills. Survivors going next is fairly common, maybe happens one in every 5 games in my experience, meaning that the killrate is artificially increased due to people just refusing to play the game.

    Lastly, lets talk emotional impact. We play games to have fun after all and joy is an emotion. Survivors have more control over the match than killers, they are stronger than killers if they try hard, and there is more of them, meaning there is more of a tribalistic push against you than for you. If people are mad at each other after the game, it is 1 vs 4 arguing. Sure, I can handle being insulted, otherwise I would have stopped playing this game, but I think we can generally agree that being insulted usually doesn't feel nice. So from an emotional/community perspective, playing killer feels worse than playing Survivor. So they need to make up for that too somehow.

    And Killer feels bad is a fact about this game and without changing it being 1v4, you will not be able to change that.

  • UndeddJester
    UndeddJester Member Posts: 4,970
    edited February 14

    Your argument fails at the very start. Gunman winning only if he kills all knive people is super arbitrary.

    I feel like you didn't read past that first point, because the point I'm making is you cannot define a tie in my example asym, nor DBD.

    The instruction for killer side is to kill all survivors. That is the killer objective, not "most" survivors, ALL survivors. If you do not do that, you failed in your objective, and by escape we agree that gen powered gate escapes are the only true escapes. There are different degrees of failure in this killer objective, but anything short of a 4k/3k with 1e through hatch is a failure by the killer to prevent survivor escapes. The problem is, your 50% killrate has the killer fail their objective at least 60% of the time, while Survivors as a team complete their objective of powering the gates and getting out through gate also at least 60% of the time... You probably disagree with that statement, but let's think about it.

    You describe the survivor goal of as many survivors making it out as possible... OK, but do you not also consider it a victory if you have 2 survivors left, and 1 manages to distract the killer long enough for the other to open gate and leave? Or is that not a victory for the survivor team? I would certainly consider getting my teammate out alive a victory, because to my mind, I as the survivor cost the killer a kill. That's a victory by virtue of the fact it ditectly denied the Killer their objective.

    That's the crux of my point, the killers goal is to kill all survivors. Killing 4 survivors before any escape as an objective is no different in its terms compared to my little asym example game where you have to kill 4 enemy players before they kill you. A 2k is not a draw, it is a factual statement that a 2k is the killer failing their objective.

    This does beg the question, if the killers objective is to kill 4 survivors, how often should they succeed in that objective? By your logic that would be 20% of the time, but it would also mean 20% of the time we should see a 0k. Would you say that every 5 games the killer 0king should be the status quo? Cause I would definitely expect a 0k to be rarer than a 4k if the killer is a tangible threat as the power role.

  • Falcao
    Falcao Member Posts: 214

    dude, Hens didn’t count in his rating where the survivors gave up on the hook or dc, but he counted it when the killer dc. At least read the comments under that video before you say it. he deliberately spoiled the statistics to achieve such a result, which means he cannot be trusted

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272
    edited February 14

    It's because it's called Dead By Daylight, not Survive By Daylight. Also keep in mind that it's a 1v4, so balancing the game around 50/50 means killer is too weak.

    Survivor won't be exciting to play if the killer isn't a meaningful threat. This isn't the type of game where you should be expected to win most of your matches as the skittering survivor. It's supposed to feel stressful

    Also keep in mind that the statistics are muddled by people inting on hooks. It's a significant number of people doing this. Realistically speaking, the game probably IS closer to 50/50 than BHVR actually WANTS it to be, but the "go next" epidemic is messing with their stats, meaning killer is actually weaker than it probably should be due to the hook inters.

  • Leon_Loves_Cheryl
    Leon_Loves_Cheryl Member Posts: 272

    DBD isn't about winning every game. It's not a competitive game. This isn't League of Legends. You need to readjust your mentality towards DBD. Survivor isn't about showing off your pro gamer skills and escaping 90% of the time. You're supposed to feel stressed, pressured, and potentially die by daylight.

  • Gandor
    Gandor Member Posts: 4,374

    Yes I do. I loved the game when I first found it. It was a lot of fun. Over the years, it just got frustrated. Now I sometimes watch streamers and come to forums from time to time. What's wrong about that?

    As for your first paragraph - killer has full power while solo survivor has tiny portion. You can clearly see it when you compare best players taking weakest killer in public vs tryharding as soloQ. In case of killer he'll have at minimum 90% kill rate (but more like 99+%). As survivor… You can check Ayrun - suffice to say that AFAIK his escape streak never got above 34 escapes in a row which is BTW world record. These are results instead of anecdotal "1 v 4" statements that result "poor 1 person with machine gun in open field is definitely weaker then 4 naked people that have nothing".

    2nd and 3rd point are basically identical. Even if survivor has about 50% chance when all odds are in his favor, that doesn't mean the game is fair. For every best survivor map, you have corresponding headonfield or some other horrible map. And even then. 50% is IMO fair. More maps should be like Eyrie. The way they were 5 years ago. And as for every SWF (4 man is very rare btw) you still have nurse/blight with their multiple 1000+ streaks which is apparently fine in your eyes.

    As for killer viability - there's exactly 0 killers that have 40% kill rate. All killers are very viable. Maybe not for comp, but in public matches you can get 90% kill rate or more without even using ability (as shown by e.g. Hens - and that was without camping or tunneling). Also. It's fine if survivors loose 60% of time, but it's not fine if chucky looses 56% of time because "noone will want to loose that much"? Well. Survivors already do.

    Artificial increase - AFAIK disconnected matches don't count. Giving up is the direct result of survivors not having chance. Enjoy it, because you advocate for this. Why would I continue in a match where you are basically certain to loose now? The chances were already bad when the game started (40%) and now it's just doomed. This is what killers persuading devs brought on you.

    Survivors have less control as I already have shown (Ayrun example). If you are 4man on comms with 5000+hours per teammate, then you might be right. But even that's not really true vs blight and nurse. As for the rest of statement - that was exactly my point previously. Killers are bribed by free kills instead of addressing the real issue. As a result both roles suck.

  • Gandor
    Gandor Member Posts: 4,374

    You are incorrect. I read it whole. My whole point is, that I don't accept your premise of "get it all or I lost". And I argued that if you allow "get it all or I lost" on killler's side, then you should do the same as well on survivor's side (which is 4 out). Given this, most matches result in both side loose. But even in this case killers win way more then survivors, because 60% kill rate instead of 50%.

    As for your 2nd statement. No it's not win. It's a loose. 3 people died. Survivors most definitely lost. Given your "I only win when I get it all" view on things, it means that survivors were worlds away from a true win. As survivor my objective is getting everyone out and I failed it miserably.

    But if you start to think about it, the world is never absolute. There's a thing called "partial win". Your example showed exactly that. Killer won 75%, but survivors managed to get 25%. Overall killer most definitely won and being survivor feels bad, but it's still better then getting all 4 killed. The same way as getting out via gate is true win, but if I can't get that I will still take hatch over running at killer getting sacrificed. Hatch escape is still better then outright dying.

  • Gandor
    Gandor Member Posts: 4,374

    it's not potential. It's probable. And that's one of the main reasons why I don't play the game.

    And that's fine. Clearly the game is no longer for people like me, but instead of people that are trilled to die often on survivor. But that bears it's cost as well - like alienating players like me (smaller player base) and suicide epidemic.

  • VibranToucan
    VibranToucan Member Posts: 674

    There is no point arguing if your just going to make up numbers out of thin air and misrepresenting my position. I'll give it one more shot , but if you continue you show you have no interest in being intellectually honest.

    "killer has full power while solo survivor has tiny portion." But we cannot balance around solo survivor because then SWF would crush killers constantly. And SWF has way more power than Killer.

    "Even if survivor has about 50% chance when all odds are in his favor, that doesn't mean the game is fair. For every best survivor map, you have corresponding headonfield or some other horrible map." But as I said before, Survivors have 4 offering slots compared to Killer 1. Survivors have way more influence on these things that killer.

    "And as for every SWF (4 man is very rare btw) you still have nurse/blight with their multiple 1000+ streaks which is apparently fine in your eyes." You haven't played the game in over a year. I actively play it. While I cannot prove if a squad is 4 man or not, I get roughly 1 in 3 or 1 in 4 games where I get what seems like a 4 man SWF and I am far from top MMR. Also yes, the strongest killers getting long winstreaks is fine. BTW the highest Survivor Win Streak (3 people or more out as 4 man swf) is over 220 (Video by Hens: "Survivor's Secret to Success: Escaping over 200 games in a row"). And they did it without bringing constant map offerings to survivor sided maps AND while limiting their perk builds. If as many people went for SFW streaks as people went for Killer Streaks, the number would likely rise way higher. And yes, it counts as a Survivor Win, even if 1 Survivor dies.

    "You can clearly see it when you compare best players taking weakest killer in public vs tryharding as soloQ. In case of killer he'll have at minimum 90% kill rate (but more like 99+%)" Stop making up numbers.

    "in public matches you can get 90% kill rate or more without even using ability (as shown by e.g. Hens - and that was without camping or tunneling)." This is just absurd. I couldn't event find a single video of Hens of him showcasing play without killer.

    "As for killer viability - there's exactly 0 killers that have 40% kill rate." But there likely would be if the game was balanced around 50% killrate, that was literally my point.

    "It's fine if survivors loose 60% of time, but it's not fine if chucky looses 56% of time because 'noone will want to loose that much'? Well. Survivors already do." Killrate isn't win rate. If I die to get my team a 3 man out I am happy about it. Counterintuively, while kills lead to wins, dying doesn't mean losing. And yes, for the emotional reasons I outlined people are more fine with losing on survivor than as killer. That was what my last paragraph was about.

    "AFAIK disconnected matches don't count" They do. If it shows up as a kill symbol on the EGC it counts as a kill for the community numbers.

    "Giving up is the direct result of survivors not having chance" Nope. I have seen people give up as soon as they load into a match when going against killers like Pinhead or Skull Merchant, cause they just don't like them. Like running to the killer, letting them down them and instantly going next on hook. I have seen people try going next in a winning game, saved them and in End Game Chat they said they did their tome challenge and want out of the match now. I have also seen people give up when I hit them and revealed Franklins or when they randomly stepped in a bear trap against trapper. Survivors give up for the slightest of inconveniences.

    "Survivors have less control as I already have shown (Ayrun example)." You have shown that an individual soloqueue Survivors has less control than a killer. My entire point was that a SWF has more control than the killer.

    "If you are 4man on comms with 5000+hours per teammate, then you might be right. But even that's not really true vs blight and nurse" Not really. Btw, the winstreak I mentioned above, while it did lose to a Nurse, they beat 23 Blights and 23 Nurses in that streak. So its not like Nurse and Blight wipe the floor with tryhard teams, they are the only Killers that often stand a chance against these teams, outside of comp.

    "Killers are bribed by free kills instead of addressing the real issue. As a result both roles suck." The issue is fundamental to the game and cannot be fixed without doing an overhaul on the way the game works and making the team be equal sizes. And in my experience both rules are fun. If you stopped enjoying DBD, maybe just do something else.