Meta shift after 6.1.0
I don't think Devs actually achieved what they wanted with the meta shift after the big balance changes in 6.1.0 since the most popular perks are still the same.
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7 out of 10 of the most used killer perks are slowdown perks, and I bet other strong ones such as DMS, Eruption and Deadlock are up there among the most used too
So much of the meta shift
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I think Pain Res might have been lower if it wasn't for the interaction with DMS being brought back.
Surge is a free perk so it make sense that it would be used a lot.
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The point is also that Devs said "we don't want killers to be forced to use slowdown perks" when this is what's happening.
Same goes for survivors with "second chance perks". Before it was DS and now it's off the record.
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No perk is as heavily featured in any builds as it was before with DH and Chili, so there's that.
I don't believe just because a perk is popular it should be nerfed or removed. The imbalance of power/advantages between perks that was at the origin of their excessive usage has been adressed now, so if those same popular perks are still used a lot, it's the players' choice. Let's let people play with the perks they want to play.
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I'm really surprised off the record isn't the top one
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UMM are we looking at the same thing. Look at the usage, its cut in half. Killers and survivors are usings other perks. The point was to greater diversify the perk pool which based off the usage numbers they did at least in some effect.
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Really happy to see BBQ still up there. Seems I'm not the only killer still running it.
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Selfcare number 1...this is why i use slobby butcher :D .
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I absolutely love my BBQ. wont give it away.
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The most important numbers in all of those are the peak usage rates. For both Killer and Survivor, the most used perks have dropped by half. Dead Hard, for example, went from being used 42% of the time to only 19% (and dropping). That is a huge step forward in terms of build variety.
But I will say that the most used perks are still changing. BBQ, for example, is steadily dropping in usage rate each day and doesn't show signs of stopping any time soon. I really cannot stress enough that these numbers are more of a "first impression" than anything else- they'll likely be irrelevant even in a week from now. This is purely for the sake of transparency so you can get a better idea of how things are going.
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Yea the perk usage has dropped... but the playstyles have remained the same
It's still Gen regression VS. Second Chance
With Chase/ Healing/ Information perks sprinkled in
Like instead of Ruin and Pop... PR still being used is another thing... It's Call Of Brine and Overcharge
And instead of BT and DS... DH still being used is another thing... It's Off The Record for the most part
But yes it is interesting to see the most used perks are VS. what people are complaining about
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The Self-care change was awful, now people healing in the corner take longer, I'm on second hook and they're not even done.
The change to Ruin was... Eh, I guess it helps not tunnel, but it still has the problem of being able to be broken within the first minute of the match.
Also ######### the blast mine change, that's just bad.
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Self care change was unexpected.
Ruin is Ruined.
Blast Mine was actually fixed since the original intention was the one we got in this Resident Evil update. The previous version was unintended from what I understood.
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Thanks for clarification! We love transparency. We need these stats more often, if possible.
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Man, if the entire surv escape rate is 39%, and that includes the so dreaded seal SWF, i cant even imagine the escape rate of SoloQ. must be <20% being generous.
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My personal stats in the past week are in line with the ones we got from the devs:
Survivor games are in SoloQ. Escape rates include all 4 survivors per match. Killer games are mostly for Tome Challenges and my most played killer was huntress.
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Where did you get these stats?
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I honestly find it hilarious. Before the "meta shift", i actually rarely used for meta loadouts and tended to use whatever that was fun because I felt confident in my skill, but after this meta shift I've been using more gen perks than ever. Granted, the matches also feel way easier, but with stuff like hyperfocus showing up, I just feel like the game is way more black or white.
While they were shooting for more balanced matches, it feels like the matches are way more 4k - 0k mentality.
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You have to upload a screenshot of each match end result to get stats of your profile
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Several of the top 10 perks also have modified/different effects compared to their previous iterations, buy people seem to be glossing over that.
I honestly find the game really chill and fun on both sides as of late.
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Same. I try different combinations between the less expected perks from other players and it's actually really cool. I also use a website to completely randomize my perks and see either new combinations I didn't know or a complete disaster 🤣
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Pretty sure at this point, although it probably always has been, Self-Care is a good Perk but it requires several levels of game sense to know when/where/how to properly use it in a team based setting.
People will rag on it - I've always used it and seem to be doing way better/having a better time than most people that complain/call it throwing/etc.
Based on my previous topics/conversations regarding other perks that people shot down and are now confirmed as meta (ie Windows of Opportunity), I'm pretty sure that a lot of people aren't as observant/able to read/understand/play the game at the level they feel like like they should be able to.
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Historically it's something like a +4% escape rate per extra person in your swf (e.g. +4% for 2-person, +8% for 3-person, +12% for 4-person). And about 55% of games are all solo players so the weighted average is closest to that. It's probably looks like
All solo - 36% escape (55% of matches)
2 person swf - 40% escape (20% of matches)
3 person swf - 44% escape (15% of matches)
4 person swf - 48% escape (10% of matches)
Total average: 39% escape rate
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Chiming in real quick: The difference in escape rate for the average SWF group is fairly minimal, within a few percent. As you go to the extreme ends of the rating scale, that difference grows more significantly. That said, those dreaded squads are such outliers that they do not have a meaningful impact on statistics like these. Thousands upon thousands of games are played for each game with an infamous hit squad.
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wait wait, if 3/4man-swf only has a 44%-48% escape rate which is lower than kill rates.
why everyone states that SWF are unstoppable and should be nerfed inmediately ?
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I can only speak for myself but I've never said that. 🤷♂️ There is a balance gap between solo players and swfs though that hopefully the devs can someday level out.
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I still want to see graphs for Solo, 2 SWF, 3 SWF, and 4 SWF…. And graphs that visualize how the data changes with MMR level.
Post edited by Coffeecrashing on1 -
Those kill/escape rates. Oof.
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I hate this "review."
They throw numbers at us like we are supposed to care. We are not shareholders. We don't care about usage numbers.
We care about the experience.
BBQ & Chili was great for the game. It reduces camping by usually giving killers a target far from the hook and it used to give killers another objective other than kill while giving them a damn good reason to run it. I want 42% of killers running BBQ & Chili because it's good for the game. It reduces camping and tunneling.
Ever since 6.1.0 killers have found camping and tunneling more rewarding despite the efforts to deter it, while there are no incentives to play fair.
The fact that BHVR cares more about "peak usage rates" rather than what players are experiencing is really sad.
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1 man SWF? 🤨
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You do realize a sizable portion of the community was asking for more diversity right? Now it’s not things like DS DH BT UB vs Corrupt Ruindying Tinkerer almost every single game ever with almost zero variance. Yes, some perks are still the most used, but there is way more mixup in the builds.
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You are on comms with yourself
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Sounds like it would be a balance issue. I play dbd the way it was meant to be played - with very little info on what I'm actually doing
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Yeah
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It wouldn't make any sense for us to publish a blogpost telling you how you feel: You're already well aware of how you feel about it. That's why we read through hundreds of feedback posts from all across the internet to get a better understanding. This post is purely to give you some visibility on statistics that you normally do not have access to. It does not mean that X, Y, or Z number means you are having more fun.
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The overall mechanics of the game have not changed. The game is essentially a race to complete generators, so it's not surprising that popular perks are going to be those that make survivors spend more time (for killer) and those that extend the amount of time being chased for survivor.
I really hate the term 2nd chance perks. Survivors and killers have perks that they can use to help them win. If the perks are balanced, it does not matter if they are second chance or aura reading or healing perks. Now if a specific perk is too good than we can talk, but a perk that extends the chase is not inherently bad.
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I do agree... But Second Chance perks are there for a reason (dumb plays shouldn't be nullified by using a perk)
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That's part of how Tweets are scheduled, it's not a paid advert - those have "Promoted" across them on Twitter.
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being honest I've noticed zero meta change
people use the same survivor builds except the exhaustion perk is lithe sometimes and the anti tunnel is now off the record
and I constantly see 4 slowdown used
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Twitter is hard for some people, Mandy.
Especially people grasping at straws, as the Twitter bird mercilessly takes them away for nesting material T_T
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Friendly reminder that whenever somebody tells you something, pay attention to what it is that they are NOT saying.
For example, as others have pointed out, the statistics are not broken down by MMR brackets (not that "high" and "low" MMR even mean something when your formula to calculate it is so oversimplified (kill/escape+1) that matchmaking could be completely random and there would be no statistically meaningful change between average escape rates) so we don't really have a better understanding of anything.
They also didn't give us killer wait time proper, just that "up to X seconds faster". 3 months ago I could hop into a game between 5 in the afternoon and 10 at night within one minute. Now even in high traffic times the shortest killer queue time I had was ten minutes.
And SoloQ escape rate hovers below 10% consistently (I don't even want to know what's low MMR hell must be like where you don't even have the chance of getting capable teammates), so those totally non-existent SWFs really pull their weight.
I'm already depressed that SoloQ had been killed with the patch and they seem content with letting it get buried because random, unsorted data totally supports them.
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I do agree with the changes to Dead Hard. It was a broken perk ran by half the field. It is nice to see variety in exhaustion perk usage.
But the most of the changes were just changes for changes' sake to adjust their usage rates. Self Care was not a strong perk, just a popular one. It didn't need a nerf, and certainly not such a harsh one. Seriously, what were they thinking with the Pharmacy change?
On the killer side, I don't think there is much more diversity. The perks have changed but slowdowns are still slowdowns. BBQ, Ruin and Pop have fallen while Overcharge, Call of Brine, Eruption and Pain Resonance have filled their place. It's not more diverse really, just different.
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All swfs are not created equally. My group is not very good and we mostly just chat while we play. It's fun. For similar reasons when they buff solo it'll be a buff for swf as well.
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i fixed my comment. I typed it wrong lol
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If Self Care was buffed to 40%, I'd be the happiest user!
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In some cases, is it a dumb play if you have a perk that you know you have and are planning to use?
I think the point that they're trying to make is Second Chance perk is largely used as a pejorative to indicate the user's feeling about how the game should be. If you consider the statement, "I do not believe it should be possible to unhook a survivor safely when the killer is present," then BT is a "second chance" perk and basekit BT shouldn't be in the game. Remember that perks are optional. The person who brought them knows what they are. The person who brought them will likely change their gameplay to reflect the loadout they brought.
There's then circumstances where a perk is just too strong. Old Dead Hard was definitely in the too strong category. It felt like it could be used all the time everywhere with no restrictions and that you could do anything and be safe by just pushing a key. That it put the killer in a position where it was lose/lose no matter what they did until Dead Hard got used. So because it was too strong, it felt like it was a "second chance". But the person knew they had it and were playing around the idea of having it.
There was even a thread on the forum, probably a troll post, where the person wanted there to be fewer hook states because survivors got too many second chances. It sounds ridiculous, but couldn't the ability to be hooked multiple times be considered a "second and third chance"? The game could have a gameplay loop where you just die after the first time you get caught. The killer hit you twice and you went down and got hooked! You lost. Game over. There's no reason there has to be exactly 3 hook stages. There could be 15 generators and you only need to complete 2 of them to escape. You might even be able to choose completely different numbers and balance it so a 2k/2e is the norm.
It's just that I'd guess the situations I've described above would make a pretty bad game and wouldn't be very fun.
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The perks may change names and how they work but the function is the same, Eruption and Overcharge are stalling/regression perks same as Ruin and PTGW which were the meta before the supposed shake up.
The meta for Killer is still stacking regression, you just use different tools.
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In low-mmr they do not know what this is.
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Oh, I didn't know that. Sorry >.<
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