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Stop using kill rates as evidence of anything...

1235

Comments

  • Rapid99
    Rapid99 Member Posts: 326
    edited June 13

    Explain how hooking survivors keeps you from killing them! Explain how hooking survivors slows you down when it comes to getting kills.

    If you are multihooking, that means your goal is to spread out hooks and to get more hooks! That means you aren't killing things! Because instead of going for a kill! You're going for hooks!

    😮

    You're actively making kills the secondary objective, and hooks the primary objective!!! Do you get it now? Was that put simple enough for you?

    Give me the literal quote then. NOT your paraphrasing, but the literal quote.

    ???

    I literally did. It was in the reply that you replied to. It was right there IN quotation marks. That was directly from his pinned comment.

    His own comment section was literally calling him out about it and saying what I'm saying lmfao.

  • Valuetown
    Valuetown Member Posts: 813

    It's all anecdotal so realistically it means nothing. I'm sharing the amount of opportunity killers have over survivors in the same situation.

  • Rapid99
    Rapid99 Member Posts: 326

    And just because good survivors have won against multihooking before in a 9 year span, does not mean that it's bad and not viable.

    Okay if you wanna act like the amount of good survivor teams beating multihooking isn't vastly far and away higher compared to good survivor teams that have lost to multihooking, then sure man. We can be delusional and live in this fantasyland for your sake.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944

    There are so many problems with this post.

    MMR is a joke. You keep bringing up MMR as some Holy Grail. In reality, matchmaking in this game is so loose that MMR might as well not even exist. In back to back matches, I'll play against SEAL Team SWF with 5k+ hours apiece, then against a bunch of baby survivors that don't combine for 500 hours. I went up against my first comp team my very first week of playing the game. I was backfilled into their lobby and got my butt handed to me. What, had I already "boosted" my way into Top MMR in my first ten hours of playing?

    I could probably get 4e'd a thousand times in a row, and I'd still be going against the exact same survivors I am now. The idea that I've "boosted" my way into an inappropriate MMR is absurd, because after a minute or two of queueing up, the system just grabs a random killer or survivor to slot into an empty slot to get a match going.

    If you want to make MMR actually mean something, then I'm all for that. If losing my butt off for a couple of months meant I'd never have to play against these SWF squads ever again, I'd do it in a heartbeat. Let these hardcore squads sit in a lobby for half an hour while they wait for Lilith Omen or Hens to become available. But that's not how it's going to work. I'm still going to go up against these same teams, I'm just going to do so with fewer tools at my disposal to even further guarantee that I'm getting my teeth kicked in.

  • TimberGoingDown
    TimberGoingDown Member Posts: 944
    edited June 13

    Double Post

  • AlreadyTracer
    AlreadyTracer Member Posts: 227

    If killers had started throwing games to deflate the stats, absolutely not. Killrates have never been a good indication of balance. Nurse proves that.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    Replying to your reply to me. It's a fair point. I was just pointing out that even the most experienced players have it in their playbook to tunnel, but yes, as you said, tournaments to have special rules mostly having survivors playing with one hand tied behind their back.

  • Pit_Bull_Love
    Pit_Bull_Love Member Posts: 202

    I don't know where people come up with the idea that only survivors are nerfed in comp games. It depends on the tournament, but nurse is almost always banned, sometimes blight, slugging is usually banned until end game, so are some killer perks, and I'm sure other things I'm not even thinking of. Survivors typically can't duplicate perks, no duplicate items (unless found in match), and certain perks may be banned as well. Sounds like both sides have equal nerfs in place.

  • subdl
    subdl Member Posts: 38

    While browsing the forum, I found it particularly interesting that, although both sides—killers and survivors—may have their complaints, the direction of those complaints is fundamentally different.

    Killers tend to express frustration with structural issues such as matchmaking or game balance. They rarely demand that survivors play a certain way or criticize their tactics wholesale.

    Survivor mains, on the other hand, often direct their anger toward killers’ in-game behavior—strategic choices or playstyles that are entirely within the rules and meant to win the game.

    This reveals something quite telling: that some survivors seem more focused on limiting killers’ options in the name of morality than on improving their own skill. In other words, they’re not asking for fairness—they’re asking for handicaps and babysitting.

    They’re essentially saying:

    “I don’t want to try harder, so I’d like you to go easier on me,”
    wrapped in the convenient packaging of “fair play.”

    Camping, tunneling, slugging, and hook control are all legitimate tactics based on judgment and risk management. There is nothing shameful about them.

    Those who insist otherwise—calling them “toxic,” “dishonorable,” or “cheap”—have likely abandoned not just competitive killer play, but also any serious effort as survivors themselves.

    To all killer players out there:
    Don’t be brainwashed by survivor hypocrisy disguised as morality.
    Trust your tactical decisions, and play with confidence.

    And to all who claim you can get a 4K by playing “MORALLY” as killer —
    Then by all means, play that way yourself.
    But don’t tell other killer players how they should play.

  • iloveandhatethisgame
    iloveandhatethisgame Member Posts: 547

    I want to see this game increase the kill rates to 70ish percent just to see the metal gymnastics the killer players will use to still convince themselves that the game is “massively survivor sided”

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    No worries, that one took longer than I thought it would. I felt like being thorough was the better option, but I like your concise example too.

  • Mr_K
    Mr_K Member Posts: 10,345

    Think this argument has been too black and white. Because there are four survivors doesn't mean you have to 2 hook everyone before killing nor do you have to only hook one survivor until dead.

    You can exclusively hook 2 or 3 survivors and eventually kill one. Ignoring one survivor to make it a 3v1 quicker can not be consider tunneling.

    The best case scenario for killer, outside of tunneling out one asap, is one on hook, one slugged, and one in chase. Keeping the rotation going until one is dead. At that point the damage should be too much to recover. Now is this possible for all killers? Depends on all involve like everything else in this game. Up against a really good swf, not going to happen.

  • subdl
    subdl Member Posts: 38

    It is absolutely valid for players to feel personal discomfort toward tactics such as camping, tunneling, leaving survivors slugged, or engaging in hook-based mind games. These emotional responses are entirely natural, and everyone has the right to express them freely on this forum.

    However, feeling discomfort is one thing—using that discomfort as a justification to insult, deny, or try to restrict someone else’s playstyle is a completely different matter.

    For example, if a killer player were to say to a survivor, “Stop playing with friends. A good survivor should be able to escape without using SWF,” most people would find that petty and ridiculous.

    By the same logic, when survivors say things like “Tunneling is what bad killers do” or “Camping is immoral,” and attempt to shame others into avoiding those tactics, they are not promoting fairness—they are imposing their personal values under the guise of “morality,” and attacking legitimate strategic decisions in a condescending and childish manner.

    Indeed, in this very thread, several survivor-centric posters have been engaging with those who disagree through disparaging generalizations and dishonest rhetoric, actively degrading the quality of discussion.

    What’s even worse is that, rather than simply saying, “That tactic is too strong and I find it frustrating to deal with,” which would at least be honest, they resort to statements like:

    “Good killers don’t need to do that.”

    “Multi-hook is stronger. If you can’t win that way, you’re just bad.”

    These kinds of deceitful claims are not only used to mask their own lack of skill, but also to instill false guilt and an undeserved sense of inferiority in killer players who are genuinely working hard to succeed through thoughtful strategy.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    I suppose ot dependant the tournament. I have not watched them all. I just usually see survivors upset about how many restrictions they get such as only one deliveranceand such. I entirely admit im not participating in the tournament scene, so I've only seen a handful of tourney rules.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 14

    Considering most of your comments goes way off topic or is just completely ignoring facts already laid out by BHVR themselves, I'll skip over those parts.

    The part below, you actually came up with a valid point - ironically the point I already made in my post, but before we get to that part, I'll at least respond to your claim that BHVR just pulled the number out of the air because they wanted the killers to feel powerful. Now, I know you said you hate it when people use math to support their statements, but im going to use math - I'll keep it simple. A 50% kill rate is only a 2k. A 75% kill rate is a 3k. If we wanted killers to have a 50% win rate, we would take the middle point between 50 (2k) and 75 (3k) which is 62.5%. At a 60% kill rate, that puts killers at an average of 2.49 kills per match. This essentially gives them a very very slightly less than a 50% win rate averaged out. Remember, a 3k is just as much as a win than a 4k. If BHVR wanted killers to make them more powerful by default, they would have done WELL over a 60% kill rate. It sounds like you mixed up kill rate with win rate. Kill Rates are not win rates. Easy to prove. If a killer has a 25% kill rate (a 1k on average), does that mean he's winning 1 out of 4 matches on average (a 25% win rate)? Of course not. BHVR clearly pulled statistics and math to support their number of coming up with a 60% kill rate - it gives killers a roughly 50% chance to get a 3k+ while giving some leeway to survivors. This didn't happen because they threw a dart at a dartboard and it landed on 60 as you'd presume.

    Now as to something actually relevant you brought up, the snowball effect. I entirely agree wiith this part and I already acknowledged this was a thing in my post that you apparently decided to not bother reading. Lets say that a killer tunnels someone right out of the game from the beginning. This effectively creates a situation where the match is pretty much a 1 v 3 in reality (not counting time spent tunneling 1 survivor where the other 3 could be pushing gens...the time they gain by doing this pales in comparison to losing a team member early on, so yeah, an early tunnel effectively turns the match into a 1 v 3 from the get go). This is a BIG problem. However, we can't just assume every killer tunnels. What's the solution? Now comes the part of why I added survivor count scenarios more than just 1 v 4. If a killer tunnels right from the get go, survivors are SCREWED because thats essentially a 1 v 3 from the match start. While the game is balanced around the 38.5% escape rate for 4 survivors, if the match is suddenly a 1 v 3 from the get go, suddenly survivors SHOULD be in a position of having a 50% chance to escape from a 1 v 3...but they are stuck at the balanced rate of 38.5% still.

    What I propose is that if a killer tunnels right off the bat and effectively forces the match to be a 1 v 3 from the beginning, have the gen speeds dynamically increase to effectively buff the survivors to the required 50% chance escape rate thats needed for a 1 v 3 game. However, this would only take affect if that 1 survivor gone was not in a position to do anything worthwhile. In other words, if the killer eliminates a survivor too quickly, have the match adjust dynamically similar to how BHVR tested this very idea with the last 2v8 gamemode. Chalk it up to the entity wanting survivors to suffer for a prolonged time or something and discourages quick kills. This would effectively punish early game tunneling by significantly buffing survivor repair speeds to make up for the match effectively being a 1 v 3 from the beginning. Now, this wouldn't take affect if enough time has passed, naturally. Otherwise, we would have a situation where the killer has no kills, there's one gen left, and he finally eliminated a survivor...it wouldn't make sense for the match to be considred a 1v3 at that point.

    So yes, snowballing is absolutely an issue, and BHVR has clearly thought about having gen speeds dynamically change depending on killer effectiveness considering they literally added this to a gamemode recently. Why not apply that same logic to the base game if a match FROM THE EARLY GAME was considered a 1 v 3? If the match is effectively a 1 v 3, my chart provides the balanced escape rate that would be needed to adjust the match to be a fair game. This has an added benefit by still allowing optional tunneling late game if things are dire.

    P.S. - oh, and it's nice to see another fellow math teacher, though I've retired from it and moved onto another career. Kudos to you.

    Post edited by RpTheHotrod on
  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    every team that loses to multihooking killer, especially the mid to lower tier one IS objectively bad.

    Why? Because you are not taking advantage of killer wasting their own time and actively avoiding tunneling one person.

    Spreading hooks is something your team would want the most from killer in order to have much easier time winning. So, what's up with the fact that people don't do it? Simple, nonexistent matchmaking and the fact it took years for BHVR only to announce that they are working to improve it again (hopefully drastically).

  • NarkoTri1er
    NarkoTri1er Member Posts: 1,366

    Again: in nine years and thousands of players, every single survivor who, at one point or another, lost to a killer who was multihooking was a bad survivor?

    That just isn't true.

    not necessarily a single survivor that loses to multihooking killer is bad because every individual survivor depends on their team and if you are good but still get into bad team, you will lose nonetheless

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 14

    They also make statements saying the opposite. BHVR conflict each other all the time which is why I posted actual evidence and numbers to back up my statements. Those can't be argued. However, I appreciate you took the time to try pulling one side of these. I'll see if I can dig up where they say the complete opposite. The most recent one is the following, but it's on a different topic, but you can see they obviously are posting competent different facts.

    One dev says:

    "No report is actioned without solid evidence - so video evidence (screenshots are not evidence and are not used) is pretty much a necessity. If players are talking about chat harassment, we do have all the chat logs checked. Nobody is banned without good reason - and even when you receive the "report is actioned" response, that means the report has been reviewed, not that someone has been banned."

    This clearly says that getting the report feedback popup merely means the report was looked at and not that a ban was handed out.

    However, another dev said

    "When you receive report feedback, it's simply to let you know that action was taken against a player you reported. It does not mean that your report specifically was what led to the ban. For example, if the same person had said something hateful in another match, they may have been banned for that instead, but you'd still receive the feedback popup. This way, nobody who reported that person is left in the dark just because they weren't the first to report them."

    This is completely opposite to the other dev statement. Essentially, devs post their opinions here on the forums and arent necessarily posting official reports/statements and do have the wrong idea at times. I tried getting clarification about the above conflict, but they didn't want to post an official answer - just their opinion. Thats why it's good for us to run the numbers to verify which ones are correct. As for Nightlight, careful depending on it - those are self reported numbers only which can show skewed data. For example, someone might just report their wins only, or just their losses. Its also for the few people who bother to self report and misses out on the majority of DBD matches. It can be helpful, but it may not reflect reality.

    Some of the dev statements also dont make sense. I believe it was peanits that referred to killers having a bigger chance to win overall in dbd because they can win up to 4 times a match while survivors can only win once. It could have been a different dev - i dont recall. I believe this was in reference to talking about the game being 4 individual 1 v 1 matches and not being a team vs team game. However, this clearly doesn't really match up to realityon counting killer wins considering the killer needs a 3k+ to win. The claim that killers win more because they get more winning opportunities per match just doesn't tell the real story, and many took the statement that it meant the game is killer sided because of a higher win chance.

    So considering the amount of conflicting information the devs post, I took a fresh set of eyes approach and built the numbers from the ground up, and what do you know, it matches up with BHVR's numbers nearly perfectly just being off by 2.5% which is I assume was to give survivors some wiggle room. That beats conflicting opinions any day. Now we have a solid foundation that matches BHVR's actual numbers in use, and we can understand their mindset on how they came up with those numbers. Why a 60% kill rate? It makes sense mathematically and statisticallyfor a balanced match. I'll take that over the other guy's belief they just randomly picked a number out of the air because it looked like a scary number. I can back mine up with data, the other cannot. 60% is just slightly over a 2k and not even halfway to a 3k from there. If they wanted the killer to feel overpowering and strong, they would have gone with 68% or something where more often than not they are getting a 3k considering 75% is a 3k.

  • crogers271
    crogers271 Member Posts: 3,254

    There's supposed to be an MMR update coming, so hopefully that will come with clarity.

    Mandy though recently reiterated that wins are subjective.

  • Moonras2
    Moonras2 Member Posts: 444

    Oh I haven't seen her post. Ty again. They don't ever really seem to withhold information I just would like to see statements more frequently when possible.

  • Mr_K
    Mr_K Member Posts: 10,345

    Your definition does not match the communities definition. By that I mean the part of the community that constaintly complains about it.

    Tunneling by most is hooking the same survivor twice in a row. Lesser definitions include, starting a chase with an unhooked survivor, finding the survivor again randomly and going after them, and going after someone even after hooking other survivors.

    While it would be nice to hook every survivor to death hook that is simply not practical. You will run into survivors on death hook that will have to be either ignore, injure, or slug. And don't you dare slug you deplorable killer main.

    In the course of a normal match some survivors are going to die early. Sometimes the weakest link is just bad at not getting found while the others have enough sense to pre run or hide.

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826
    edited June 14

    I mean you actually do make a very fair point - it is indeed subjective. For some people, getting a survivor jumpscared is their idea of "winning" and they have no intention on getting kills. However, balancing around the idea that anyone can just make up a win scenario would he impossible to balance. We need SOME standard of what a win is, so most of us take what is generally accepted in almost every game in existence - majority wins. Whether football, basketball, call of duty, hello kitty island adventure, or whatever, it always come down to who has the majority is deemed the winner. There are always 2 exceptions to this. The case of 1 v 1 and the case of 1 v 2. 1 v 1 obviously is binary - to win you must get 1 out of 1 "points". For a 1 v 2, it's usually requiring to get all points over the other 2 opponents. So for 1 v 1, majority is simply winning. For 1 v 2, majority is considered getting all points. Beyond that, majority is easy to determine. For survivor. They have a single opponent. So it's binary for them - they escape and win or they dont and they lose. For killer, they have 4 opponents, so majority is 3+. There is no survivor team, they never win or lose together. Ties are not a thing outside of a server DC. Yes, there's even a dev quote for that, too.

    So yes, winning is subjective. But for balance, we need a standard, so we may as well take the golden standard for almost every game in existence.

    As for the rest of yall, im opting to go with the hard facts with the math to back it up vs yall's take that its about the "feelings" of other people's state of lind in matches, that the devs just rolled a d100 abd got 60% arbitrarily because it "feels good", and trying to build a house on such unstable grounds where even a basic amount of consideration can dismantle the idea such as thinking kill rates = win rate. Considering the vastly different mindsets between us, i dont think we will ever come to an agreement. Im sticking to the statistics and math that matches up with how the game is designed. Yall can do whatever. Yall are grasping at conflicting dev statements vs each other. I could easily grab a quote from a dev stating the game is 4 individual 1 v 1 matches and survivors aren't a team which also means ties are impossible. We can grab quotes for whatever we want - there's certainty a variety of them all stating different things. Instead of grasping at straws, I merely provided the math behind how the game is designed. Try all you want, the numbers all work and reflect the 60% decision.

    However, I'd very much like your opinion on why you disagree with my thought that survivors should get buffs to gen speeds if a survivor is eliminated at the very beginning of the match effectively turning it into a 1v3 from the start. Why do you disagree with this so much? Im not saying it's THE answer, but based on the math, survivors should have a higher chance to win on a 1 v 3 since its easier for the killer to win the majority out of it. I feel a killer tunneling someone straight out of the gate invalidates a 1 v 4 match just as much as someone who gives up on hook to go next straight out of the gate. Why are you against the idea of helping the survivors in these cases? Perhaps you'd rather just make it impossible for the killer to actually perform the tunnel? That only solves half the problem - what about when survivoes "go next" right off the bat?

  • RpTheHotrod
    RpTheHotrod Member Posts: 2,826

    Actually, tell you what, allow me to give you the benefit of the doubt. Let's say we go with your point of view. The devs rejected any notion of using any kind of game design philosophies, statistics, probabilities, or anything of the sort. Instead, they just got together and went, "Mannn, let's like…..just do 60%…that sounds cool enough…". Okay, Now we have them picking 60% entirely because it feels "good". Either way you go, whether they actually put game design to use to come up with 60%, or they just pulled it out of a hat "just because", it still results with them going with 60%.

    However, there's some cold hard facts that cannot be argued.

    Fact: There are up to 4 kills possible

    Fact: a 0k is a 0% kill rate for the match

    Fact: a 1k is a 25% kill rate for the match

    Fact: a 2k is a 50% kill rate for the match

    Fact: a 3k is a 75% kill rate for the match

    Fact: a 4k is a 100% kill rate for the match

    Fact: The game is designed around 4 individual survivors each with their own win condition. Survivors do not all win, lose, or tie together.

    Fact: Averaging takes many matches into consideration. That's why you can have a decimal average kill rate - it's not a reflection of a single match but the average across multiple matches. You claim you're a math teacher, so I assume you at least know the basics of averaging in mathematics.

    Fact: A 50% kill rate is only a 2k, not enough to have a majority.

    Fact: A 75% kill rate is a 3k, enough to have a majority

    Fact: A 62.5% kill rate is the middle point (ie a 2.5 average kill rate).

    Fact: A 62.5% kill rate, ie a 2.5 kill rate, means on average across multiple matches, the killer would get a majority of the kills ~50% of the time. A 60% kill rate is slightly less, a 2.4 kill rate which still means getting a majority of the kills ~50% of the time

    So, it doesn't matter why the devs picked a 60% kill rate, whether because of "feelings" as you say or because they actually put in some actual effort into their game design as I've pointed out, what matters is with a 60% kill rate, on average, that puts killers at getting a majority of the kills ~50% of the time - in other words, a 50% win rate.

    Now sure, "wins" are subjective. You can make up whaateeever win condition you want. You win because it's a night map, hurray! That's quite the win condition you picked out for yourself. However, that doesn't change the facts as laid out above.

    You can try to argue against the facts all you what, but dem be the facts. BHVR put some real effort into coming up with that 60% kill rate, and it comes out to a nicely balanced around ~50% win rate for the player who is alone who faces multiple opponents. With the facts in mind, what we need to focus on is dealing with killers over performing (over that 60%), or under performing (under that 60%). We also need to focus on what's objectively bad behavior that breaks this balance such as tunneling someone straight from the beginning of the match - that turns the match into a 1v3 for the whole match, not a 1v4, so the balance breaks. As I had suggested, if the match is effectively a 1v3 from the get-go (as in, from the beginning - NOT a 1v3 situation mid to late game), I feel survivors should get a buff for the remainder of the match to re-balance the match as a 1v3.