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So if we are aiming for 60 percent kill rates:

Rokku_Rorru
Rokku_Rorru Member Posts: 3,338
edited April 2025 in Feedback and Suggestions

Why are the S-tiers untouched when they are over achieving? And clearly High mobility is gamebreaking and needs brough inline with the rest of the kill rates. I'm guessing we are waiting to see how the Anti-Slug and Anti-Tunnel QoL will affect them, as I feel they are the targets for these changes mainly.

But Nurse/Spirit/Blight/Wesker and I imagine Kaneki too when his stats get released in July/August, among others need changes and soon, why are these never discussed?

It's either that or force said killers to play against the 4-man premades if that is their designed purpose, rather than forcing solo Q to deal with the one-sided matches.


Bare in mind we are also only looking at averages across the board, so lower tiers could be cancelling that number out to make it 40 percent survive rate rather than where it should be.

S-tiers need brought down, Low Tiers need brought up.

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Comments

  • lord_of_dogs
    lord_of_dogs Unconfirmed, Member Posts: 66
    edited April 2025

    High tiers are usually quite difficult to use, which brings down their kill rate. The easiest ones are brought down like the chucky gutting. Nurse is really the only game breaking one too, the others are fine since they are difficult and need a lot of practice and skill to use (yes, blight too, he is strong but limited to the game’s mechanics like windows and pallets which nurse bypasses completely). I agree low tiers should be buffed though.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,338

    Nurse with aura reading is not hard to use at all, that's part of the issue too, she just synergises with too much and she gets those perks nerfed too (predator rework for example.). She could also have her ability to teleport through walls be made an iridescent and still remove a blink, she should only be able to teleport through windows and pallets. It would solve a lot regarding her.

    Blight also is pretty good at destroying pallets, and I think that ability to break them should go back to being an addon, he shouldn't have that and it would immediatley make him more bareable to play against.

    Wesker's hug tech and his ability to turn while dashing needs limited, then he could get more meaningful buffs if he underperforms.

    Twins will be dealt with when anti-slug happens so that's okay.

    Killers just need to be made more interactive rather than taking all survivor agency away.

  • Coffeecrashing
    Coffeecrashing Member Posts: 5,740

    If we are nerfing stuff that is too far away from the 60% kill rate, then we should also nerf 4 SWFs at high MMR, because they are 8.2% above the intended escape rate.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,338

    Fixing Wesker's tech that was removed off of recent killers is just bringing him inline with the others so if he needs help via buffs he can get them, that's what I was saying. Doggo dracula lost them and Blight too, plus he can get controller QoL too while it's done.

    Spirit can be really oppressive just because of how easily she can return to the hook and eliminate people if she chooses to, coz of her mobility. I think that's reflected in her stats honestly.

    Nurse losing aura reading is one way, but also letting her not dominate on maps like midwich and haddonfield by not being able to just teleport through everything I feel would be healthier. She is just really boring and uninteractive when in a skilled players hands.

    I agree that Blight having a longer CD on pallet break could be the answer, but low mobility killers cant even break pallets with theirs, so why should a high mobility?

    that said, I agree we should see the lower kill rate killers, they should get buffs. If we are gonna say a 60 percent kill rate is the aim, we should be aiming for it.

    And SWF's being 48 percent again I agree, that's something they need to do to bring them closer to Solo Q/Duo/Trios without harming the others. That said they are probably far fewer in frequency than any S-Tiers so :)))

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,338

    Lol no, 69 percent is nearly 10 percent higher than the goal, they need dealt with. I'm sorry, we can have both the lower tiers brought up to standard and the higher tiers brought down at the same time.

    That way we can achieve killer variety.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,355
    edited April 2025

    Spirit can be really oppressive just because of how easily she can return to the hook and eliminate people if she chooses to, coz of her mobility.

    Should be fixed with anti-tunneling feature then.

    Fixing Wesker's tech that was removed off of recent killers is just bringing him inline with the others

    I would rather not, it doesn't make him too strong imo and it's just fun to do. Also way harder to do than both Blight and Dracula.

    Nurse losing aura reading is one way, but also letting her not dominate on maps like midwich and haddonfield by not being able to just teleport through everything I feel would be healthier.

    Now you go into "feel bad to play". This would be so buggy on so many levels.
    Removing aura reading on survivors would give you good counterplay on any map, which I would definetly prefer over just screwing Nurse ability overall.

    low mobility killers cant even break pallets with theirs, so why should a high mobility?

    because they can do something else? That's how powers work…

    That said they are probably far fewer in frequency than any S-Tiers so

    I would love to see real %, but there is pretty good chance it is going to be same, or higher than pickrate of most killers (2-4%), so doesn't really stand as an argument at that point, no?

    I don't really have need to nerf SWF, rather buff soloQ and then change base game if needed.

  • Cassiopeiae
    Cassiopeiae Member Posts: 391

    A fundamental problem with Dead by Daylight lies in the disparity between what the community desires and the direction Behavior Interactive (BHVR) continues to take. Players consistently advocate for balance—specifically, an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics. In contrast, BHVR appears to pursue inflated kill rates.

    Rather than addressing systemic design issues—such as the speed at which objectives are completed or the growing irrelevance of older, underpowered killers—BHVR frequently introduces overpowered killers. These new additions are not created to enrich the game's depth but rather to artificially compensate for existing shortcomings.

    One of the most glaring consequences of this approach is the diminishing importance of the chase. The traditional mechanics of looping and outplaying the killer are being phased out in favor of simple "hold W" gameplay. Players no longer engage in skillful evasion; instead, they are often forced to run in a straight line until they are inevitably and rapidly downed.

    This direction undermines the core of what made Dead by Daylight engaging in the first place—tension, strategy, and outmaneuvering. If not addressed, it risks alienating a player base that values depth and balance.

    No player genuinely wants to queue into yet another match where a killer like The Ghoul (as an example) is capable of flying across the map, landing a free hit on the first survivor they see, gaining an empower state in the process, and then closing the remaining distance faster than it takes someone to walk into their kitchen and forget why they went there in the first place.

    This kind of design does not foster engagement—it undermines it. The encounter shifts from being a tactical exchange of skill and mind games to a preordained sprint where survivors are punished not for poor decisions, but simply for existing within the killer’s line of sight. The moment-to-moment gameplay devolves into passivity, with little room for meaningful interaction or counterplay.

    When killers are designed to skip entire phases of interaction, it stops feeling like a match and starts feeling like a cutscene.

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,338

    Possibly regarding spirit since said QoL seems to be targeted at the High Mobility.

    Wesker should though, he is awful to play on controller, they could easily find a middle ground like they did for Oni, they could make him fun to play and more accessible this way. He shouldn't have such a high reward tech that gatekeeps the majority of the playerbase (Console) from using him to his fullest, it also reads awful on survivor side.

    Nurse has had it good for too long, her addon already shows it's possible for such a change to be made. Survivors shouldn't suffer just because someone wants a power trip. Literally one of the worst characters designed in any video game and it's a wonder she has been allowed to stay like this for so long.

    Low mobility can't close distance and get hits for free because they smashed their face off a pallet, Blight being forced to use brutal etc would bring him more in line with other killers build wise, not being able to stack full slowdown and creating one sided games. it's just stupid.

    It is an arguement, because you just combine all the S-tiers and compare it to high mmr SWF play rate. easy to do, it'd still be higher, I've tried making discussions about dealing with SWF's everyone agrees it's very hard to do in a way which doesn't harm Solo/Duo/Trios or casual 4 mans. 52 percent kill rate against them still is quite a high chance for a kill, especially for such a low part of the survivor playerbase.

    So IDK, this is the only way forward to make the game more consistently fun for all MMR's is to target the high performing killers who just dominate and to encourage more killer variety by buffing the lower tiers. Streamers doing win streaks on killer 50+, hardcore challenges, you never see that for survivor unless its a 4 man hardcore even then they lose a lot of survivors.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,355

    Nurse has had it good for too long, her addon already shows it's possible for such a change to be made.

    That seems just petty…
    Before in another comment you said Nurse is not hard, because of aura reading perks. If you take that away, she will not suddenly way more difficult and survivors will be free to mind game her with no risk of her perks.
    That would be simply way more fun for me rather than just gutting killer and call it a day.

    Low mobility can't close distance and get hits for free because they smashed their face off a pallet

    Oh right, because several of them can't just ignore the pallet and hit over it, right?

    Blight being forced to use brutal etc would bring him more in line with other killers build wise

    I think you have no idea how bad that would be to play. Waiting fatigue on every pallet would be just so bad…
    There is simply no reason to do such a massive change.

    Streamers doing win streaks on killer 50+, hardcore challenges, you never see that for survivor unless its a 4 man hardcore even then they lose a lot of survivors.

    Didn't eternal get to 100 this month? Or something close to it, not like either of those matter.

    Rather than gutting good killers, I would welcome buff for soloQ and weaker killers. That would make the game better for everyone.

  • PetTheDoggo
    PetTheDoggo Member Posts: 2,355

    an equilibrium reflected in a 50% kill rate and fairness across gameplay metrics

    I think only people who have no idea what outcome this would have want 50% kill rate, which is not really a majority imo.
    In reality 50% kill rate would mean killers are losing most of the games.

  • CrossTheSholf
    CrossTheSholf Member Posts: 868

    You make killer variety by bringing weaker killers who struggle up. Not shoving good killers into the Chucky/SM bin

  • jesterkind
    jesterkind Member Posts: 9,781

    I think you have a bit of recency bias showing here, personally.

    Ghoul might fit into the model that you laid out because that killer is genuinely kinda messed up, but most recent killers have been geared more around punishing hold W and promoting actual looping, on top of not many really releasing anywhere close to overpowered.

    Houndmaster released absolutely terrible, and while her dog vault is pretty nasty, you get much more from looping her traditionally than you do from holding W, where she can just throw the dog at you easily.

    Dracula is a top tier, but again, his power is more geared around you dodging his two mid-chase cooldowns in a loop then making distance, which is actual looping. If you hold W against him without looping, Bat form and Wolf form's Pounce can easily punish you for it.

    Lich is only decent, and again, is more geared around dodging his (much more impactful, mind you) cooldowns. Flight of the Damned and Mage Hand are mid-chase tools, yes, but they're tools to be played around, whereas Fly can rush you down for attempting to hold W.

    Unknown, too, only decent and geared around dodging in chase via breaking LoS. Holding W just gets you hit, very similarly to Huntress.

    Chucky started overpowered, but every nerf he's received has been targeted at letting you loop him easier, which I would argue pokes a hole in your argument on its own; a recent killer has been changed to move away from the model you've laid out.

    Xenomorph and Singularity both need you to engage with a map prop before you loop, but once you do, again, that's how you counter them, not hold W. Xeno has less to punish you for holding W, but Singularity can just flat out teleport to you if you try.

    I won't belabour the point with more examples, that's already a fair ways back on this list anyway. I just think you're mistaken that the game's promoting hold W over traditional looping, I think recent killers have been designed for the exact opposite.

    As an aside, it's a little questionable if a 50% kill rate would be balanced, since that could very easily result in killers actually losing on average. I won't pretend to be a mathematician, I don't know all the specifics, but it's not really cut and dry what kill rate number would automatically be balanced and fair.

  • lord_of_dogs
    lord_of_dogs Unconfirmed, Member Posts: 66
    edited April 2025

    Disagree, this is very much biased towards survivors.
    Mobility does not undermine strategy it just undermines the VERY annoying playstyles like hold W gameplay, which you portray as looping. Looping is different, it is using pallets/windows to stall the killer, via mind games and strategy, not pre drop pallet, go to next pallet while killer breaks pallet, repeat. Some survivors just don’t want to loop, so they complain about killers that counter that gameplay like blight and ghoul. They don’t need nerfs, survs need to improve.

    There is also gen rushing, and survivors just holding w to take you away from gens and focus on them, and then complain about slowdown perks which are necessary to prevent that. Mobility helps with that, interrupting gens is an aspect of macro strategy.

    There is only one truly overpowered killer, nurse. She breaks every aspect of looping AND has mobility. She is also too good with aura perks. All other killers are either fine or too weak. Killers should be A+ to S tier in order to be viable, that is why blight and billy are so prevalent in high mmr. Their strength and difficulty should be the standard. No killer should be weaker than current A- tier, all killers below that should be buffed.

    The vision of engagement being said by you is simply the killer being too weak and powerless to not get steamrolled by the survivors.

    Post edited by Rizzo on
  • lord_of_dogs
    lord_of_dogs Unconfirmed, Member Posts: 66

    How about SWFs 9% higher escape rate? Doesn’t that have to be dealt with? More killers should be viable for high mmr, not less, THAT way there will be variety.

  • lord_of_dogs
    lord_of_dogs Unconfirmed, Member Posts: 66
    edited April 2025

    Blight is fine and pallet breaking shouldn’t go back to an addon. MAYBE do something like ghoul and make him recharge ONE token after manually brute forcing a pallet

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,338
    edited April 2025

    That's literally what I'm suggesting, bringing them closer to 60 if that's their standard, not 70 LOL

    Hell even 50 would be better for the health of the game.

    Killer queue times are longer than ever rn, and there needs to be MORE survivors than killers who are the hecking majority of the playerbase (you need 4 survivors per 1 killer), logically this game SHOULD be making changes to make survivor more enticing if you want to make killer queues shorter.

    People here are very silly if they think 70 percent is where it's at, that's nearly a victory every match, and yes hard to play isn't an excuse for it being so powerful, that's stupid.

    S-Tiers can't keep getting away with how awful they feel to interact with, the game needs to be more accessible.

    Better yet look at these stats being discussed in general chat, anyone defending these killers are outright out of touch.

  • Cassiopeiae
    Cassiopeiae Member Posts: 391
    edited April 2025

    It does not require a mathematician to understand that a 50% kill rate—equating to two survivors escaping and two being eliminated per match—would represent an ideal equilibrium. In such a scenario, all core game mechanics are engaged: each player has participated in chases, the primary objective has been completed, the Endgame Collapse has been triggered, and both sides have achieved partial success. This outcome should not be viewed as a loss for either party, but rather a balanced result where every player has had the opportunity to utilize their full build and experience the game as intended.

    Furthermore, in response to other comments on the matter, I believe my original post does not display bias toward either side. My critique is centered on the game’s structural flaws—regardless of whether they affect killers or survivors. For instance, older killers have become less viable over time, and generators are often completed too quickly, both of which point to broader balancing issues.

    Lastly, to clarify a potential misinterpretation: I did not equate "holding W" with looping. Rather, I emphasized that "holding W" is what survivors generally wish to avoid, yet are often compelled to do in situations where looping is no longer viable due to a killer’s power rendering it ineffective.

    My intention was not to favor one side over the other, but to highlight systemic issues that impact the overall balance of the game. Constructive criticism should apply evenly across both roles, rather than defaulting to blame or dismissive generalizations aimed at one side just because you play the other.

    Post edited by Rizzo on
  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904
    edited April 2025

    I agree. We need to start nerfing the high mobility killers and bring them down and start bringing the no mobility killers up. If something is a decent amount above 60% let's fix that. If something is below 60%, let's fix that. Lets also stop making every new killer with some sort of dang mobility power. I'd like to see the game going back to m1 killers but with an interesting twist to them that doesn't involve a dash.

    A 70% kill rate is bad. Thats almost a 3K every match on average (75%). A killer shouldn't be winning almost every single match.

  • lord_of_dogs
    lord_of_dogs Unconfirmed, Member Posts: 66

    I agree 70% is a bit much, but mobility isn’t the problem, its if the killer is easy or not. Take Freddy, the highest kill rate killer. C tier, B tier at best, but too easy to use. Old skull merchant, old chucky, all of them.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904

    Do note that 50% is too low. A 62.5% kill rate would on average be a 50% win rate for killers. At the moment, the devs aim for 60% which is slightly under winning half the killer matches.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904
    edited April 2025

    I'd say that half of the survivors winning and the killer not winning at all wouldn't be equilibrium. Frankly, I'd prefer BHVR drop the whole concept of kills to gauge a win and instead just do hook states. Have 9+ hook states be a win, and keep it how it is that escaping is a win for that survivor. Could literally have a match where 3 survivors win AND the killer wins this way if he had spread out all the hooks evenly. Heck, tunneling wouldn't even feel as encouraged if it doesn't matter who gets hooked…just that he gets hooks in general.

  • I_CAME
    I_CAME Member Posts: 1,622
    edited April 2025

    The funniest thing about the Blight's 69% kill rate is that this is after they throw out games with a DC. How high is his kill rate actually? 75%? We can't know for sure but it would no doubt be at least slightly higher. Also think about all of the bad console Blights who are holding him back. Imagine how high it would go if you only counted PC Blights. Same thing could be said about Nurse. I feel like the only thing stopping these killers from reaching 80% is the fact that they aren't console friendly. We know we're getting Mouse and Keyboard support on console later on in the year. After that what is the excuse for not toning these killers down? I have yet to see an argument that doesn't boil down to "survivor bad git gud lmao".

  • OPXtreme_ttv
    OPXtreme_ttv Member Posts: 218

    Im only up voting this cus of that last sentence.

    However the game is definitely not killer sided despite the over achieving kill rates. On paper, its survivor sided, its just that making a fumble as survivor could end up costing the game for the rest of the team, leading to these skewed, over inflated stats. S Tiers should and are overperforming simply because their kits are insanely powerful, while lower tier killers also have similar win rates cus of the person playing them (A tiers like Dracula, Artist and Wesker take more skill than lets say Nurse or Blight, since their kits are actually balanced and punishing if used incorrectly)

  • CrossTheSholf
    CrossTheSholf Member Posts: 868

    ah yes, noted S tier killers the Twins, Freddy, Sadako,…… lmao

  • Rogue11
    Rogue11 Member Posts: 2,134

    Over achieving kill rates. Check

    One of 4 survivors makes a mistake and costs the game for the rest of the team. Check

    S Tiers "SHOULD" overperform and their kits are insanely powerful

    Survivor sided game btw!

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,338

    I'm not saying the game is killer sided entirely an absoloutley, I'm saying it is with the S-Tiers involved.

  • Neaxolotl
    Neaxolotl Member Posts: 1,788

    Because non high-tier killers are laughably underachieving, kinda balancing those out

  • DBD78
    DBD78 Member Posts: 3,622

    Twins is pretty strong but not Sadako or Freddy of course. Kill rates though is hard to go on they could simply just tell you what killers the most skillful players play the most.

  • OPXtreme_ttv
    OPXtreme_ttv Member Posts: 218

    So 3 or 4 killers of the almost 40 need nerfs. People only playing thes characters because they feel they need to in order to win, because the game is survivor sided. Which btw is old news

  • Jadelysta
    Jadelysta Member Posts: 189

    I disagree, because Nurse, Blight, Ghoul are all currently overpowered, we aren't looking for EVERY killer to be overpowered. Solo queue would suffer even more in that case.

  • DeBecker
    DeBecker Member Posts: 934

    The game is survivor sided? And thats old news? Thats an unique point of view.

  • Rogue11
    Rogue11 Member Posts: 2,134

    "Old news"

    About 5 years old to be exact. All evidence points to the game being killer sided now, both by the devs statements (flawed game design philosophy that has lead directly to the current miserable survivor experience) and available statistics.

  • Jadelysta
    Jadelysta Member Posts: 189

    No way this person is serious about that flaming pile take about the game being "survivor sided" right now.

  • Langweilig
    Langweilig Member Posts: 3,235

    60% win rate for killers vs 40% win rate for survivors.

    = survivor sided XD

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904
    edited April 2025

    A 60% kill rate is slightly under a 50% win rate. You're confusing kill rates to win rates. If someone had a 25% kill rate, would you say they win 1 out of 4 matches? Of course not. Thats only getting a single kill. In case you're still confused, a 75% kill rate in a match is a 3k.

    At 62.5% kill rate, killers would have an even 50% win rate on average. However, they balance around 60%, so it is more like 49%. At the moment survivors have anywhere between and 40% - 48% escape rate on average according to the official stats (48% being SWFs).

    Essentially, killers have an intended 49% win rate (60% kill rate), and swfs currently have a 48% escape rate (at high MMR meaning everyone has experience in the game). With 4 survivors being in play, and to keep killers at around a 50% win rate and survivors at a 50% chance to get a 3+ escape match, each survivor would need to have an escape rate of about 38.5% (since there are 4 survivors facing the killer). As an example, if it was 1 v 1, then obviously both sides would want a 50% win rate, but since one side has 4 team members, they each need a reduced escape rate to maintain a 50% balance of both sides.

    Long story short, survivors are overperforming IF we wanted to keep killers at a ~50% win rate and survivors at having a ~50% chance of getting a 3+ escape.

    Now bear in mind, that's with a 60% kill rate. For killers not at 60%, whether below or above, adjustments should be made.

    Post edited by RpTheHotrod on
  • Rogue11
    Rogue11 Member Posts: 2,134

    "You forgot 2Ks.

    50% 3K+ is not really the same as a '50% winrate', because it's not just 'win' or 'lose' for killers. There's a third option that takes a slice of the pie.

    If you aim for a 50% winrate, killers would be winning far more than they lose, due to 2Ks taking a slice of the remaining %. If you want killers to win as much as they lose, you'd need to split what's left after deducting the 2K rate.

    Take Nightlight's stat breakdown for Deathslinger, for example, who's sitting at a 50% killrate. His 3K+ rate is about 41%. But that doesn't mean he loses way more than he wins, because his 0-1K rate is 43%, which means he's way closer to balance than what would be implied by just flatly comparing his 3K+ rate to 50%."

    Since i keep seeing this blatently deceptive "math" posted every time it's noticed that killers are overperforming, I'm just going to add this consice explanation that Firellius made in another thread.

  • Langweilig
    Langweilig Member Posts: 3,235
    edited April 2025

    After reading a lot of the comments about kill rate, it is whatever you want it to be. It‘s not rational at all. If you argue about team vs team, they argue with 1vs1vs1vs1vs1, but in both situations killers are winning way more than survivors.

    In 1vs1vs1vs1vs1 the kill rate equals win rate and in team vs team draws don’t count towards win or lose, which means if draws count towards it killers shouldn‘t have 50% win rate. With 10% draws, it needs to be 45% win rate for both sides NOT ONLY ONE. I would even say that draws should count as half a win.

  • Langweilig
    Langweilig Member Posts: 3,235

    Thank you sooooo muchhhh!!!! I‘m not the only one who thinks about draws. Draws are not a lose like most people say in those type of discussions and only use it to prove their twisted idea of win rates. I‘m fine with it not counting as win (even tho I would say it is half a win). Like you say to make it fair Draws should be separated and the rest needs to be equally divided.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904
    edited April 2025

    I see where you're trying to come from, but a 2k is a failure to win and is not a tie, it's a loss. The reality is that the game isnt a team vs team game. Survivors do not fully win or fully lose together. Each survivor gets their own win condition - they escape and win or they do not. MMR adjustments are disconnected from win rate, as thay just cares about trying to balance future matches...but thats an entirely different discussion. There are 4 different 1 v 1 matches going on every match. This makes a tie impossible, as there is no way for a killer and survivor to neither win or lose their 1 v 1 unless there's a server disconnect. That being said, there are 4 survivors the killer is facing in total, so while each survivor has their own win condition and wins or loses entirely on their own, each survivor has to have a reduced escape rate to make it fair for the killer. While survivors don't win together or lose together, each survivor having a 38.5% escape rate would put having at least 3 survivors escaping on average half of the time and killers getting at least a 3k half of the time.

    To put it into perspective, if each survivor had a 50% chance to escape, that would put the killer as having a 32% chance to get at least a 3k.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904
    edited April 2025

    There are no draws in 1 v 1. See my response above.

    The whole 1 v 1 v 1....etc thing is just how the game is. This is based on BHVR's own comments, and the ingame backs it up in post match. It never says survivors win or survivors lose - it's all about your personal escape. Thats also why there are some perks literally designed around being selfish such as solo survivor. Considering it's 4 1 v 1 matches going on, see my comment just above this one which outlines why there are no draws. Killers either win or lose. Same as survivors.

  • Langweilig
    Langweilig Member Posts: 3,235

    In a 1vs1vs1vs1vs1 kill rate equals win rate! Only in a team perspective it doesn‘t.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,904
    edited April 2025

    If you want to look at it that way, sure let's do that. That means every match the killer can have anywhere between 0 and 4 wins. Amongst the survivors, there can be anywhere between 0-4 winners. It still comes out to the same. The survivors can have up to 4 winners and the killer can have up to 4 wins.

    It's a very odd way to look at it, but by all means go for it. I believe that's how BHVR views it, as one of the BHVR representatives actually had suggested this before. In the end, it works out the same due to it being asymetric. Each side can have the same amount of wins in a match (up to 4). It's easy to misunderstand why at an example 50% chance to win from both sides that the killer wins 4x as much as survivors until you consider that its 4 players going up against 1 player. Thats probably why they never dictate a killer win but only refers to kills.

    In the end, you are correct and i believe thats how BHVR views it based on their previous comments. It's just an overly confusing way to say the same thing- while it's accurate, many will misunderstand.

  • Rogue11
    Rogue11 Member Posts: 2,134

    A 2k is either a draw (team vs team) or 2 wins and 2 losses (mmr and the 4x 1v1 method). Stop with this stupid slight of hand.

    You want to take the killer win rate from the team vs team comparison and set it against survivor escape rate in a mmr sense. It's an apples to oranges comparison and I'm beyond tired of seeing it parroted constantly.

    The reality is most killers are winning (3-4k) far more than they lose (0-1k). A draw is not a loss and no amount of mental gymnastics will make it one.