Devs said there is no killer that the kill rate is below 2...

OmegaXII
OmegaXII Member Posts: 2,201

So i guess every killer needs nerf? Because 2 kill, 2 escape is what they aimed for, right?

Actually, i think they should not balance the game around kills, It should balance around number of hooks or something else.

Here are the reasons

1. Killers can 1 hook survivors if survivors decide to let the hook one dies

2. Killers can camp, and if survivors are too altruistic, weak killer can 4k too

3. survivors can kill themselves

4. NoeD

5. Others? you can help in this list

Comments

  • Spooky13
    Spooky13 Member Posts: 1,471

    The thing is, I'm pretty sure they took the averages from all ranks, which is why killers like Trapper have a pretty high kill rate. At rank 20 Trapper is the most popular killer because he is the "default" killer so to speak, and at rank 20, killer is a lot stronger than survivor because nobody knows how to loop or run stuff like the Shack effectively, but the power creep starts seeping in as you go up in ranks, with survivors doing better and better, as killers like Trapper start dropping off, eventually averaging out.

  • Drazen
    Drazen Member Posts: 400

    yep thats the issue literally u can facecamp bubba with noed and bw and easily get 2-3k lmao

  • newduls
    newduls Member Posts: 90
    edited November 2019

    kill average shouldn't even be a statistic that anyone cares about. It isn't reflective at ALL of what makes the game fun and what makes a good game.

    BP earned/Emblems earned and match duration are far more important stats.

  • Kenshin
    Kenshin Member Posts: 912
    edited November 2019

    well why do you think the balance is so trash since the start of this game. cuz the devs have zero clue what they doing. balancing the game around kills is so OMEGALUL. i was laughing so hard

  • Blueberry
    Blueberry Member Posts: 13,590
    edited November 2019

    These are just some of the reasons why I usually say their statistics are near worthless for use in terms of determining balance. There are multiple different factors that are influencing their kill statistics that are not related to balance and giving a false sense of strength when looking at killers.

    I mean they should basically just take 1 kill automatically off all those kill rates right off the bat because each killer is generally going to camp whatever survivor they have at the time the gates get powered. Is that determining balance? No, they are just ensuring that guy dies by standing in front of him sense the games basically over at that point and that kill isn't really a determinant of balance.

  • Haku
    Haku Member Posts: 614

    Currently the devs have to focus more on fixing the game from bugs. It is just sooo bad. Base things don't work like they should. Then focus on fixing actual gameplay. You said it yourself what some of the real problems are currently. Killing yourself on the hook - I do it to myself recently more and more often. Why ? I am being camped and I just bait all my players to come save me. It is either 4k or you give them a chance to play atleast unless me - I move on ... These points reductions they made are pure garbage. That do nothing. Killers still end with 30k points after a full camp for both phases of a survivor hook. Second is ranks - ranks do not show even remotely close how good is somsone at the game. My rank 2 teammates don't know BBQ is or how to counter it. They cleanse vs Plague, they feed Myers but they are rank 2. The problems of this game are so much more complicated with all the content that comes so often

  • Mr_K
    Mr_K Member Posts: 9,206

    There's no measurement of individual skill to base what needs to be balanced. You can have a skilled killer go against 4 potato survivors and 4k without much trouble. Then that killer gets a overperforming tick to their stats.

    They need to start ranking players based on a elo type system.

  • BloodyNights
    BloodyNights Member Posts: 526

    From what I read from the devs they do not just take all of the killers kill rates from all ranks. They said it them selves that Nurse was the absolute worst killer and underperformed drastically at mid to high ranks especially on ps4, yet when she gets to low ranks she over performs. Which is why she was changed.

    I hear people mentioning how stupid it is to base balance around getting 2 kills per match on average. Which translate to a draw of course. If you do well you'll get more kills and just 1 more over 2 should deffinantely be considered a win for killer. You can bring up nonsense excuses as to why a killer is getting these at least two kills on average. But it's the average! It happens pretty much all the time. So those excuses don't make much sense.

    So if you don't want to balance it around 2k's on average. What do you want it based on? 3k average is pretty much always winning with a killer. So if we bring it up anymore that's ridiculous. And we need a different measure for balancing if kills don't work. Any suggestions?

    Before bringing up the emblem system, it's a mess but it has nothing to do with balance, so I wouldn't bring that up honestly, but feel free to complain about it, me getting a 4k with Infinite memestone myers shouldn't de-pip xD

  • xZeroStrike
    xZeroStrike Member Posts: 133

    Game balance is actually in a fairly decent spot to keep the game fun for both sides, across all ranks.

    Don't come to me with the "but SWF" argument. I've heard that countless times and those absolute tryhard SWFs are so rare I've only encountered a handful of them (or maybe two handfuls) throughout almost 2 years of playing. I've played during the pallet vacuum era and that was a nightmare for killers, yes.

    This? This is fine. The game's in a spot where they can't change much because changing anything will hugely tip the scale of balance in an unwanted position.

    (You can tell because almost every time someone comes up with a "buff" for a killer it's either not useful at all, or it'd boost the killer to levels where yes they could kill more but it'd become infuriating to verse them. Example I once saw was that Trapper should have Bloody Coil's injuring effect should be basekit. OP? Maybe, maybe not, but it would make Trapper games very boring / annoying.)

    This is because the game is fundamentally quite shallow. If they make every killer able to kill within 30 seconds, then only the well coordinated teams of survivors that genrush will have a chance. Same thing if they increase the time it takes to do gens or they add new objectives with nothing more.

    If they buff survivors in any way, then it becomes bad for killers again. At this point, the game is at its most balanced state it has ever been, and probably will ever be, because the core gameplay doesn't have much depth to it.


    What DbD could really use is a "DbD 2.0", that basically adds tons more depth to the core gameplay. New mechanics for survivors to approach stealth and chases along with new and additional objectives. New ways for killers to approach chases or to possibly change the way they play during the games itsself. Improved map design and new, exciting game mechanics that can completely spin around the way a game's going.

    With more depth, things could be changed more freely without immediately affecting everything else along with it.

  • OmegaXII
    OmegaXII Member Posts: 2,201

    You can get 4 kills if all survivors decide to suicide on hook for whatever reason, so kills really cannot be used for balance.

    If so, then as survivors, i can just suicide on hook the moment i face a particular killer, and the devs will get the message that killer is overperformed

    Or, if i'm killer, i can just afk, let the survivors escape with bp, and send the incorrect information about what killer is underperformed (but it is not effective as survivors one lol)

    Sometimes killer 4k not because that killer is fine, but survivors that throw the game

    Sometimes if killer camps, kill 1 with 5 gens and kill 1 with noed, it is not balance, and does not show those killers are fine

    There are so many things that can influence the kill besides of killer's own viability

  • NuclearBurrito
    NuclearBurrito Member Posts: 6,807

    Interesting how you forget that there are numbers between 2 and 3.

    Also the higher the Kill rate the lower the winrate for all players in general. With 2k the overall winrate is 50%, while with a 3.2k (which is the highest number that can be balanced) it's 20%. Anything above 3.2k is guaranteed to be unbalanced in one way or another and same for bellow 2k.

    Ironically given perfect balance a 2k average kill rate would lead to 2k being the rarest outcome by far. This is because the lower the average Kill rate is the higher the Killers snowball potential needs to be in order to maintain balance. In other words the higher your escape odds the lower they will be if another Survivor dies, with it dropping to 0% at exactly 2k and vice versa with lower escape odds. At 2.7k it's such that your escape odds remain constant as other Survivors die.

    Keep in mind that those statistics I just mentioned are before taking into account the specific scenario and thus should be taken with a grain of salt, but the core idea still holds.

  • OmegaXII
    OmegaXII Member Posts: 2,201

    God nurse are also rare, but devs decide to balance nurse around them

    I know you cannot nerf SWF without harming solos, so i keep suggesting that devs should buff solos to SWF level, and buff all the killers

    Otherwise, those tryhard SWF are gonna dominate the game forever, because you balance killers around solo level which makes them not strong enough to face them

  • Dehitay
    Dehitay Member Posts: 1,726

    The problem with the kill rates that the devs release is that they count disconnects as kills and the kill from games with rage quits in them also put survivors at a massive disadvantage. If they ignored games with disconnects (which is a very significant amount that clearly skews data), then kill rate would be a lot lower.

  • AGuyNamedKane
    AGuyNamedKane Member Posts: 71

    Practice.

    Was going to say get good, but that triggers people for some reason.

    You aren't going to get automatic wins with free BPS every single time. Learn the killers. Learn survivor. It all comes with practice. Nobody likes losing, but you can't have a stalemate either. Learn to deal with it.

  • OmegaXII
    OmegaXII Member Posts: 2,201

    They said they could exclude matches that has dc

    But i'm not sure the statistic they use and released includes it or not

  • xZeroStrike
    xZeroStrike Member Posts: 133

    Don't really like the term "god" Nurse, rather just "good" Nurse. Because it only takes a good Nurse to win. Those god Nurses will just win before you even realised wth just put your butt on fire.


    I know they can't touch SWFs, and buffing solos to SWF levels is an option and I guess you could balance killers around that, but the core gameplay still remains shallow. The many fall or rise with the one. If one solo member messes up, then the other 3 will fall with them. Those "tryhard SWFs" are those groups that consist of 4 players with a high skill level, the likes of which it would be rare to encounter with 4 solos, information or no information. 4 incredibly skilled solo players will still likely do super well but that's because they have that skill level. The communication a SWF has is just another advantage on top of that already high skill that they posses.

    I think this is what a lot of people fail to understand. Having communication helps, but if the survivors don't have the skill to back it up, it won't matter. I see people bring up "OoO survivor sharing intel" often, but that person is likely so good at looping he puts half the playerbase to shame.

    Giving solos built in communication or ways to share information will undoubtedly make solos better and you can buff killers accordingly, but those 4 man SWFs that give killers nightmares will still make you consider wether you're actually good or not. And if you buff killers, somehow, to take care of those SWFs, then every solo or not-so-good SWF will ask themselves why they still play the game as every killer now wipes their faces in the dirt.

    "Buff solo to SWF" levels isn't the holy grail of salvation in terms of balance that a lot of people seem to make it out to be. Hence why there are still a lot of SWFs who get wiped out right now also. They can talk, too, but their individual skill levels don't back it up to really justify buffing killers to "SWF" levels.

  • OmegaXII
    OmegaXII Member Posts: 2,201

    I don't suggest to buff killers to a point where they could destroy the whole team easily. I suggest to buff them to be able to compete with them.. with skill

    The problem with OoO is not because you cannot down the user, but when you're chasing them, other 3 survivors are gonna do gens with ultimate efficiency. By the time you down the users (let it be 40 - 50 sec), 3 gen are almost done. This can only be done through extra communication

    And you would be surprised of how many bad survivors that rank up and win the match they are not supposed to because of external communication

    If they really buff solo to SWF level, then random queues with 4 good survivors will perform as if they are in communication. So it can improve solo experience too

  • xZeroStrike
    xZeroStrike Member Posts: 133

    I'm not saying it won't, don't get me wrong. Also I'm not suggesting OoO is a problem specifically. You can chase any survivor, OoO or not, if they have any form of communcation, the others will know ("Killer is chasing me").

    Thing is, every SWF can tell eachother that the killer is chasing them. Any SWF can say "Hex totem there". Any SWF can say "Killer is at shack, they're a Trapper." Any SWF can say "Hag trapped the pathway to my left and right". This doesn't make them win though, because the players individually don't have the same skill that those very strong SWFs do. They don't last as long in chases, don't hit as many great skillchecks as consistently, they don't hide very well. Stuff like that. Comms are powerful but it's ultimately still the player that needs to play adequatelly enough for that information to be worth anything.

    All I'm saying it that "buff solo to SWF levels" won't do what many seem to expect it would do.

  • SpotTheBunny1
    SpotTheBunny1 Member Posts: 27

    Really, if you can avoid it, try not to get mad over mistakes devs have made and instead focus on what they did right, and think about the time it takes to program a single character and edit its attributes to balance the game. It takes them forever just to do one thing, and they are constantly being treated bad for their mistakes, because of this, they probably have a ton of pressure and stress, causing them to make more mistakes. If you stop demanding changes and start complimenting them for what they did well, there is a possibility that the things you want changed will happen sooner then if you dissed and put a bunch of stress on them.

  • BloodyNights
    BloodyNights Member Posts: 526

    I mean....I guess survivors can suicide, and killers can go afk when loading up. But like...does that happen on average in your games? Do all the survivors you play with decide to just suicide all the time, and all the killers go afk? Sounds like rare occurrences that would barely effect anything.

    Also that killer who got two kills for barely doing anything, still got two kills. Dumb stuff happens on both the killer side, and the survivor side all the time. Lag made a hit connect that shouldn't, survivor jumps into a locker instead of out the window. Survivor's looking backwards and runs into a random object and gets slapped when they'd be fine normally and could extend chase. Survivors don't give a crap about the actual game besides memeing. Not every game is hard core best survivors, vs best killers.

    After all DBD isn't a competitive game, competitive games have something that DBD doesn't have. Consistency between matches. You know exactly what your up against every time, with no hidden surprises suddenly ruining your game. Like Mori's, Ultra rare add-on's, a key found randomly in a box.

    I could argue a killer with a mori shouldn't count towards it, but hey it does. These random, oh but the killer could camp survivors and kill them all because they were altruistic! Doesn't matter in the long run, because I'm pretty sure there are just as many terrible killer mains running around, as there are terrible survivor mains. Adding or detracting to the average kill count.