http://dbd.game/killswitch
It is my understanding that BHVR is aiming for an average of 55%-60% kill rate for each killer...
Is that goal being achieved?
I will admit that I have a bias towards the killer role as it is the one I play the most, but even when playing as survivor the game feels far less threatening than what seems to be intended.
As a survivor, perk design is incredibly inconsistent. There are some such as sprint burst or lithe that offer a massive advantage on demand with almost no cost, and then there are some like mettle of man or more obscure perks that have heavy costs with weak to moderate value. However it's the strong perks (and items) that survivors can bring that render matches very forgiving. It is these meta utilities that allow survivors to not only make mistakes, but recover somewhat easily with little-moderate effort. However, any killer that may make a mistake whom is not meta, or slightly off-meta, is punished heavily for it, and has a moderate to severe amount of effort demanded of them to recover.
For example, killers with zero mobility such as The Knight, The Nemesis, or The Trapper have to use their powers with exact precision, according to the macro of the match, and must know precisely how long to commit to their use. If they go even a bit over, the time sink that is required to recover provides survivors with a snowball.
Of course it is good balancing to punish misplays (ideally for survivors as well), but when the efficiency of survivor items, gen perks, healing, etc. is increased without individual killer compensation, those killers who required more effort before now require excessive effort, or are simply no longer worth playing. Relative to the pace that survivors can establish for matches, The Trapper, for example, simply cannot compete. Every SECOND not being in chase, attacking with a ranged ability, or actively defending gens in this game as a killer is throwing the match. For some killers such as Springtrap, if you do not use certain perks to quickly find and chase a survivor, the time spent looking for one can literally cost you a gen and a half, and as a consequence, the match itself.
This is precisely why camping and tunneling are prevalent at high MMR; it's not a decision players tend to make (although there are certainly people who always will play dirty) precisely because they want to be mean, it's a decision made because at the very least players feel incentivized to do so, and at most, players are forced to do so.
Twelve-hooking survivors (hooking each survivor their maximum amount of times) is not a valuable strategy. It may be the most fair or fair-feeling, but it is not incentivized as a measure of success for killers. At least, it does not feel rewarding whatsoever even if it provides pips or bloodpoints. I believe this is partly due to the nature of the game making defeating your opponent one of the few rewarding things about playing the killer role, but my point is that the game does NOT incentivize playing evenly or without personal targeting (i.e.: tunneling).
I think BHVR is severely ignorant to how the game is actually being played, and focus on statistics far too much. I believe that not only does relying almost solely on statistics miss significant parts of the reality of the game, but the way BHVR collects statistics is significantly biased from a scientific perspective. Statistics must be collected and studied evenly, ethically, and without prejudice for one variable over another. BHVR has proven they hand pick certain key variables (certain types of feedback, or lackthereof, for example) and then apply the conclusions from that data to the whole, when the part reflects only a small portion. I believe this is how we ended up with PTB 9.2.0; by neglecting killer feedback in surveys, for example, the feedback from survivors presents itself as reflective of the entire community, and therefore, treating issues according to that particular feedback seems like treating issues of the entire community. This is not the case. It also ahs to be said that feedback is frequently given on PTBs, and seemingly just as frequently ignored; hence why something like 9.2.0 had to be presented and vetoed by the community two times. BHVR and their data is a whole separate issue, however.
My point is, BHVR has previously stated that the intended kill rate for the average killer is somewhere between 55% and 60%. Great! No killer player wants to play an overpowered character because there comes a point where the engagement is ALSO lost for the killer role. However, killer players wish to play a character that feels like they have a chance at succeeding that specific kill rate previously mentioned. As of right now, in my opinion, the majority of killers in the role cannot reach this average successfully, and consistently, without relying on tunneling and slugging and camping strategies. Killers who have good-high mobility, good-high range, or good-high passive slow down can precisely because they can recover from the time sink issues I mentioned earlier. Most killers simply cannot. This is particularly frustrating to me because I want nothing more than to play, and thoroughly enjoy, literally every killer on the roster. However, due to being incentivized by the game's balance into playing killers of high B tier and above almost exclusively, my MMR makes playing weaker killers nearly impossible.
Almost half the killer roster NEEDS serious love to modernize them, generators need to be adjusted again, OR, what I believe is a significant contributor: survivor items need to be adjusted. Toolboxes have been obnoxiously strong for a long time, and with the semi recent healing buffs medkits have also been strong (although the syringe buff (it is a buff in the context of the current meta) and the styptic nuking from orbit baffle me, which leaves me with the impression these decisions were made on statistical evidence, and exclusively statistical evidence of SOME awkward metric rather than gathering player feedback or observing gameplay directly).
Regardless, I am confident in believing that the average killer kill rate cannot be reaching the desired goal(s), and I was wondering if BHVR would be open to sharing that kind of unbiased data with the community again sometime soon, or if they would acknowledge the actual data, no matter what it is, and at least devise plans to manage it moving forward.
OR at the very least, update the community on what these new MMR adjustments will be, and when we can expect them.
Thanks.
Comments
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I remember seeing a while ago that the target kill rate is 60%. Ideally that would apply to all killers, but clearly everyone knows that there is a wide range of killer strength from F tier to S tier.
Unfortunately, BHVR almost never release data about escape rates or kill rates, so we really have no idea what recent average kill rates are. The only thing you can do is dig up some older data that they have released in the past.3 -
I once compared BHVR to Smaug from the Hobbit because they both like to hoard things. One likes gold, the other likes data. And both wont share their precious stockpiles for those in need.
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recent healing buffs medkits have also been strong (although the syringe buff (it is a buff in the context of the current meta) and the styptic nuking from orbit baffle me
Is this some kind of joke? If these are buffs, I'd rather revert those buff. The usage of these 2 addons is significantly decreased based on my observation. Thanks for the buff.
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so uh..
based on the language they've used when talking about kill rates and stats.. i can only conclude that they are perfectly happy having killers with 70% kill rates just so long as the average kill rate for all killers is close to 60%. and this seems to be the case. i think vecna had the 2nd highest kill rate in the game and then they gave him a massive buff.
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Dead by Daylight is a poorly balanced game where the developers want the average killer who has no clue what they're doing to achieve a 60% kill rate while excluding DC's and hook suicides. Realistically, this means that if you know what you're doing, you'll more than likely be at a 70-80% kill rate.
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60% kill rate means nearly all games will be 3k for killer, this is ridiculous and unbalance way of thinking, 50% is the golden standard in all games and was like this for dbd in the past as well, the change to 60-40 is due to marketing, making killers strong = people buying them, especially through licenses, getting more killers = more money, its all business.
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Kill rates will always be a poor representation of balance, and should be secondary consideration to performance.
If they actually wanted balance, they'd measure hook and gen milestones. How long does it take between each hook? How fast or slow do gens get done, individually and simultaneously (obviously the first 1-3 gens are going to be closer together on average, often congruently?) How long are chase durations, individual and average? Any data like that is far more useful to understanding how the game actually plays.
This game is so focused on outcomes it completely skips how matches get to them.
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I have no idea how you came to the conclusion that Killers are underperforming, or more surprisingly that the game has a very strong Survivor bias. The last 6 months have had some pretty nasty nerfs to Survivor that wouldn't have happened if they were the favored role. Not to sound like a broken record either, but I really find it useless to punish the role even further because they know how to use a few of the older perks that are still effective against camping/tunneling/slugging or because they've become more effective at gens after being told they suck at the game.
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I am pretty positive Vecna's kill rate was at 66% the last time they showed stats, and then some time after they buffed him. I was surprised about the buffs because he already had a high kill rate, but am still happy about them cause at the moment I feel like Vecna(the Lich) is one of the most balanced killers in DBD. It's also a good example as to why kill rates aren't everything.
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How do people unironically believe this?
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