new stats from brazilian dbd account (translated from u/bonelees_dip on reddit)

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(original reddit post : https://www.reddit.com/r/deadbydaylight/comments/1rafofm/we_got_stats_today_well_sort_of_the_brazilian/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button

keep in mind that the first 5 images/stats only take into account for the brazil region. not worldwide
(most used killer, most used survivor, most used killer perks, most used survivor perks, deadliest killer at 500+ mmr)

Comments

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,778

    This was the same when they last released stats like that. The average chase time per Survivor per match was 60 seconds on all MMRs and 66 seconds on high MMR. Which to me is a really low number, because it means that each chase is around 20 seconds.

    It is obviously only the average, so there will be chases which are longer and others which will be way shorter, especially if tunneling is involved (since this means that there is only one health state to deplete aka shorter chase).

    But it shows that the stories of Survivors at high MMR being able to consistently take chases for 3+ Gens is not true at all.

  • halcyondays93
    halcyondays93 Member Posts: 64
    edited February 21

    I find it interesting that the amount of 4-man squads in high MMR is only 17% in Brazil and 15% worldwide. Very interesting indeed.

  • Nazzzak
    Nazzzak Member Posts: 7,557

    Thanks! I actually do remember that now, I think I'd forgotten because the times were presented differently lol

  • Philscooper
    Philscooper Member Posts: 651

    You also get high and low mmr.

    Which means, you get around a swf squad maybe one in 5 matches.

    I think this is as accurate as it can get.

    (But i can already see people arguing that their region is harder than eu/na)

  • TicTac
    TicTac Member Posts: 2,826
    edited February 21

    Thats not completely correct. 20 secs would mean every survivor does get 3 chases. But sometimes you escape without a chase, you get one-hooked, etc.

    But that also works the other way around. If a killer abandons a chase, it still counts for the stats.

    Another factor are killer: a wraith "chases" without chasing. You even can lose chase with every killer while in a "chase".

    In short: thise stats are highly unreliable. They are maybe good to compare mmr-brackets.

  • Aven_Fallen
    Aven_Fallen Member Posts: 17,778

    IMO those stats are more reliable than people claiming that they run the Killer around for 10 minutes and nobody did a Gen.

    Or people claiming that they face Survivors who do 4 Gens while they are chasing one Survivor and down that person quickly.

  • TicTac
    TicTac Member Posts: 2,826

    Yes, they are more reliable than hearsay. But thats a pretty low bar.

  • CompetitifDBD
    CompetitifDBD Member Posts: 959

    If those killrate stats are true, needing tutorials for all killers could not be more obvious enough. Lich, Sadako, Cenobite, Dredge, Pig and Freddy should not be having a 64%+ killrate, they're on the weaker side in terms of balance and only seem good because their powers are hard to understand for casuals.

  • ratcoffee
    ratcoffee Member Posts: 2,137

    Keep in mind that if a killer takes a minute to find someone, gets run for 4 minutes, gets their first down next to the NOED totem, and then camps their 1 hook while the other 3 survivors escape, that counts as an average of 1 minute of chase time per survivor. A match where the survivors all stealth and slam gens, and only have 4 chases but go down in 15 seconds would have 15 seconds of chase time per player. It's affected by a lot of factors so IMO just the average chase time per match isn't super helpful, it'd maybe be more useful to have chase time per hook state.

  • Dinadin
    Dinadin Member Posts: 143

    Lets just ignore that such thing literally never happens.

  • Chilli_man2400
    Chilli_man2400 Member Posts: 3,188

    first off

    Why the hell does Vecna, Freddy and Sadako have such a high killrate??
    I rarely see them and there so easy to counter how the hell are they more deadly than Billy and nurse?

  • OrangeBear
    OrangeBear Member Posts: 3,645

    Freddy is just so easy, consistent and overwhelming to play against, and the unpopularity makes that worse.

    Similarly a lot of people die to sadako's insta kill because they just don't understand.

    Idrk about Vecna. A lot of components in his kit so i guess against inexperienced players they probably don't know what is doing what.

  • killer_hugs
    killer_hugs Member Posts: 255
  • ratcoffee
    ratcoffee Member Posts: 2,137

    my point was that "average chase time per game" is also going to include games where it's not 3 chases per survivor, so you can't directly derive "how long one chase takes on average" from that number alone, using an obviously exaggerated hypothetical as an illustrative example. the point is not that the specific scenario I described might happen.

  • Dinadin
    Dinadin Member Posts: 143
  • ratcoffee
    ratcoffee Member Posts: 2,137

    Let's assume I don't. Could you explain me the math behind an "average," in this case?

  • CompetitifDBD
    CompetitifDBD Member Posts: 959
    edited February 21

    Well I'm not saying most survivors aren't garbage, because they absolutely are. But if you have a full team of semi decent survivors, you should be 4 outing a Cenobite easily. All of these 6 killers should be 3-2 outs minimum

    I don't judge balance based on how the average player actually plays, I judge it based on how effective players play (how they should be playing, based on the factors in play being used to their best strengths) If survivors are struggling to understand a killer power, then clearly some form of forced tutorials are needed to help these inexperienced players learn counterplay on the fly

  • Pulsar
    Pulsar Member Posts: 23,136

    Vecna has a lot to his kit, plus secondary objectives, kind of.

    Onryo also has secondary objectives that are not optional. She's also pseudo-stealth, which is a problem for anyone without good headphones/hard of hearing.

    Freddy also has stealth and hindered. Plus, he was changed semi-recently with the new blood exploding pallets, which honestly, I don't even really understand either tbh

  • ONSAN
    ONSAN Member Posts: 182

    If two or three people can defeat the killer, it's likely that the match was one in which the difference in skill between the survivors and the killer was large.

  • azaxydbd
    azaxydbd Member Posts: 158

    so where are the people who claim this is a SURVIVOR SIDED GAME? killers have over 60% killrate is enough evidence to debunk the SURVIVOR SIDED claim.

  • OrangeBear
    OrangeBear Member Posts: 3,645

    4/5 of the top used killer sets were pay to win đź’€

  • CompetitifDBD
    CompetitifDBD Member Posts: 959

    The game appears killer sided because 4/5 players are survivors, most players are casuals who don't understand how to play the game, which leads to unaware survivors losing more often than a single killer who doesn't need to rely on teammates to be smart. Most killers are very underpowered, like the ones on this top 10 most deadly statistic, they're only as high as they are because their powers are complex and hard to understand for casual survivors, leading to free kills that would never happen against well versed survivors

    Because these stats are skewed by the mass amount of bad players, killer appears stronger, when in reality survivor should be dominating almost every killer on the roster if all players know the counterplay and basics to winning in general. The difference is especially noticeable when transitioning to high MMR, survivors will almost always win if they know how to play against the killer they're facing, unless the killer is an S tier/accessibility nightmare (Nurse, Blight, Spirit) you should be outing, even in solo queue

    Instead of giving blatant buffs to survivor, BHVR should be focusing more on the casual player QOL and experience, adding things like video tutorials in the loading screen or better signifiers in game for certain aspects of powers, like an Onryo TV that can apply condemned if too close or letting a survivor know to couch if near Victor or a Torment Trail etc. Things that'll make learning how to play survivor effectively possible without just buffing the role across the board. The beginner experience is ridiculous

  • random1543
    random1543 Member Posts: 450

    Interesting ghoul is only killer that is in top 5 pick rate and top 5 kill rate.

  • runningguy
    runningguy Member Posts: 1,405
    edited 1:38AM

    not sure why they left out most used and deadliest killers at high MMR but included most used and deadliest killers for mid MMR. High MMR indicates sweaty players that play to win, im curious what killers are mostly used in this area of the game and what the kill rates are for the high MMR killers such as blights. i would be surprised if killers like freddy and pin head that are relatively easy to counter in a team would be in the high MMR list.

    Another interesting point is how mid MMR escape rates are generally the same regardless of SWF but high MMR escape rates improve the more they have SWF…..This suggests mid MMR when people just goof around and meme, being in SWF does not improve escape rates. While high MMR where people play to win, the escape rates do get higher the more thats in a team which indicates SWF with comms with the intent to win can aid survivors considerably. It goes from 37% solo to 45%. 4man SWF.

    Its also interesting that there is actually an increase in the amount of SWF players in high MMR. Many people claim "your not getting SWF teams that often". These stats show that high MMR do have higher chance of getting SWF teams compared to mid MMR.

  • Pulsar
    Pulsar Member Posts: 23,136

    I also don't know why they left that out.

    As we've been discussing elsewhere, we apparently cannot tell if people are using comms or not. I find it ironic you do the exact thing you just spent a whole thread railing against.

    I mean, nobody complains about Duos or Trios, so I assume you mean the 4-man rates which do go up….by a whole four percent. Which gives you a grand total of…fifteen percent of the total playerbase. You have a SLIGHTLY higher chance of getting a full four-man, but there's actually more people playing Solo than anything else.

  • runningguy
    runningguy Member Posts: 1,405

    no we dont know if they are using comms or not, im just speculating a theory and possible explanation why SWF teams do in fact have higher escape rate in high MMR compared solo players in high MMR. While mid MMR seems stable across the board…. my theory which obviously cant be proven is that mid players are usually casual and dont use comms to win but to have fun while high players usually play to win and as the number of players have comms the numbers of escape rates increase. Just a theory, not saying this is factually the reason to explain the stats which is why i said the stats suggests it.

    As for the percentage of SWF players, im not saying SWF is more common than solo, but i am saying the people that claim they rarely see SWF teams and the ones that say they see them frequently might not be seeing the same things due to an increase in the high MMR percentage of SWF teams. This could be further influenced by things like times people play the game. For example, i have found im more likely to get SWF teams when im playing at 4 or 5am. This could be a potential influence and when added with the slight increased chances of teams due to high MMR, it could offer an explanation. Again, nothing can be proven, just a theory.

  • Nazzzak
    Nazzzak Member Posts: 7,557

    Four co-ordinated friends playing to win perform better than a solo player. More breaking news at 7.

  • runningguy
    runningguy Member Posts: 1,405

    you would think this is common knowledge but there has been discussions claiming SWF teams with comms do not increase escape rates by that much and previous SWF escape rates as a whole being pretty much in line with soloq escapes rates as evidence of this….These new stats show a wider gap between solo and SWF when people play to win using comms which and also somewhat filters out the sections i wanted filtered out. i dont want casuals being included in the stats when discussing the impact coordinated teams can have on the killer because they are irrelevant and potentially reduce escape rates for SWF as a whole making it seem like coordinated teams are not that effective.