Devs show us the current data of perk usage for survivors!

You showed us the data when you decided to nerf Ruin. I'm over that now & accept Ruin for what it is, but if you want to talk about nerfing perks that seem way too prominent then lets see survivor perk data. Guarentee DS, BT, Iron Will, etc. all show a similar pattern as Ruin did, yet nothing is done about them. I will say Iron Will has probably skyrocketed more recently due to it being bugged, but it was still very meta even before that. My point being, show us just how prominent the meta perks are compared to some of your most useless survivor perks. Change the meta for survivor already!

Comments

  • @Customapple0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457359#Comment_1457359

    MM is not related to ruin rework so not sure why you brought that up

    Oh just because apparently "friendliness" to new players is a metric to nerf something.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449515#Comment_1449515

    They already did, the stats didn't line up with what killers thought it was, and was therefore deemed fake, like any other stat the devs release that don't show how "oppressed" killers are.

    https://us.v-cdn.net/6030815/uploads/Q20DM0YA64K2/9877b8p6dp23.png

    https://us.v-cdn.net/6030815/uploads/DZPLUZ9318SF/vkq73iwnh91j.png

    This data is across Every Player On Every platform.

    this data is either 1 / 2 years old though and i suspect it's mostly out of date I would say SWF has increased but there were just as many (if not more complaints) The game has only become easier for killers since then aside from the ruin change but that clearly hasn't had a devastating effect on the game at all from what I've seen in stream etc.

    Those stats say it...most of all players are swf

    Take that solo number and chop it down for each tro and duo

    Then cut it down by 4 after that and that cut number is the number of games of full solos... everything else aka almost all the time its swf.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457098#Comment_1457098

    Those stats say it...most of all players are swf

    Take that solo number and chop it down for each tro and duo

    Then cut it down by 4 after that and that cut number is the number of games of full solos... everything else aka almost all the time its swf.

    Exactly, people don't know how to read data and think it means that out of all matches only 50% are SWF. When in reality its like 90%

  • @MeatBycicle said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457424#Comment_1457424

    Exactly, people don't know how to read data and think it means that out of all matches only 50% are SWF. When in reality its like 90%

    Being fair, data can be read anyway we like.

    So to be generous pretend that 60% its not SWF.

    I mean you still face SWF every other game... or you face swf every game and someone else faces two solos in a row... matchmaking isn't perfect and you'll have random mixed between players.


    On ps4 where I play even if its not swf I chat invite everyone I play with during loading screen... and most people join or invite me to there chat if they are already swf... thats common for console at the very least


    Then look at the kill data...

    if its a perfect read the killer gets a 2k every game... so he looses almost every match because that's what 2k is by every metric ingame (i know survior rulebook in the forms tell me its not, but my bp and pips and entity tell me otherwise)

    ? Or he wins once and then looses twice in a row all that does is show me most players live.

    50% Or at the very least twice the survivors win for every killer that wins

    Sounds fair lol

  • BHVR only brings up data when it favors their decision. They've always been like this. They only take the positive feedback or listen to the parts they want to hear. They want to hear "oh wow good job BHVR!!!", but obviously that's usually not the case. The only reason they even considered tweaking the Billy changes was because people were tired of them making dumb decisions. Massive backlash is what it takes for them to even reconsider. I love the game but it's obvious that the balance team has no clue what they're doing.

  • @Booper_Of_Snoot said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449570#Comment_1449570

    It was nerfed because it ws "Overused, and too hard for beginners to learn"

    My friend didnt quit dbd because he didnt understand ruin, he understood fine. he left because killer was unfun and low rank survivor was a mess on its own.

    No again it was not nerfed because it was overused.

    It was used in about 80% of high ranked games so the devs took a closer look at the perk.

    @Peanits said:

    https://us.v-cdn.net/6030815/uploads/409/320VJA64405N.png

    Welcome to our Designer Notes, a series of blogposts presenting the fine details of upcoming design changes. Today, we’ll be going over the first update of 2020, which includes changes to The Doctor, the Gatekeeper Emblem, and Hex: Ruin. 

    DOCTOR UPDATE 

    In the next mid-chapter update, we will be changing core elements of The Doctor's gameplay. He's been a polarizing figure since his release, and we felt it was time to revisit his kit with an eye to making it less frustrating to play against him. We will keep his core identity as a Killer who shocks people with electricity and causes them to go insane, suffering several different kinds of afflictions and hallucinations. Some of his abilities and most of his add-ons will get an update pass. 

    We identified a major source of irritation to be his Static Field. The problem is that The Doctor gets periodic notifications of Survivors' locations in his Terror Radius due to their Madness levels increasing passively. It's the lack of action needed on the part of The Doctor to find nearby Survivors that makes it feel annoying to play against. With that in mind, the update centers around removing Static Field and replacing it with another ability. 

    The new ability replacing Static Field is called "Static Blast"; this is mapped to the Active Ability button. After charging the ability for a short duration, it releases a blast of static electricity throughout The Doctor’s entire Terror Radius. Any Survivors caught in the area of effect are shocked causing them to scream and acquire an amount of Madness. If their Madness level increases, they also reveal their location to The Doctor as usual. 

    While charging Static Blast, The Doctor's movement is significantly reduced, and the ability has a long cooldown. The idea behind the design of Static Blast is to make it powerful as a location tool, but very difficult to use while in a chase, hence the limitations on its use. 

    As Shock Therapy and Static Blast are now linked to separate inputs, we've removed the different Treatment and Punishment stances to improve the gameplay flow. The Doctor's base movement speed is still 4.6 m/s (the "regular" movement speed for most Killers), but he can now use Shock Therapy more easily as he doesn't have to switch stances to gain access to it. So we've added a brief pause after using Shock Therapy before he can attack or use another ability. 

    One last thing we've addressed is the frustration of using Snap Out Of It to drop from Madness level III to Madness level II. After the update, missing a skill check during Snap Out Of It will cost the player 25% of their progress instead of resetting it entirely. Also, if they stop the interaction before it's complete, they will not lose their progress and will continue from where they left off on the next attempt. 

    HEX: RUIN AND GATEKEEPER UPDATE  

    The upcoming mid-chapter update will also include a major overhaul to Hex: Ruin, and an associated update to the Gatekeeper Emblem. Recent data show that Hex: Ruin is used in over 80% of all games in the red ranks, and across the entire userbase it appears in about 45% of all games. 

    We took a close look at the perk to identify what makes it so frustrating to play against. Three key issues were identified: 

    1. Its punishment of new players or those who can't hit Great Skill Checks. Newer players trying to help veterans with generator repairs tend to make the situation worse rather than better. 
    2. The passive nature of the gameplay pressure it provides means that there is a huge amount of potential with very little effort or risk on behalf of The Killer. 
    3. Its inconsistency due to the random nature of the appearance interval of skill checks. 

    We also looked carefully to see how it functions as part of a Killer's loadout. Beyond the obvious desire to slow down generator repair, Hex: Ruin functions as one of the very few perks effective as slowing generator repair in the first couple of minutes of the Trial. This is important to Killers' rankings because the Gatekeeper Emblem highly rewards keeping as many of the 7 generators incomplete as they can for as long as possible. 

    Because Hex: Ruin is one of the few tools a Killer has for getting an Iridescent Gatekeeper Emblem, the update needed to respect that. Just a straight-up nerf without considering the consequences for that Emblem wouldn't be a good plan. So before getting into the Hex: Ruin change, let's go over the Gatekeeper Emblem. 

    Currently, Gatekeeper's underlying points are scored as a number of points per generator remaining to be repaired multiplied by which minute the match is in. Additional points are scored for any remaining generators at the end of the Trial. This provides much less of a reward to a Killer who loses three gens quickly, but then doggedly keeps the last few until the end of the match. 

    The new version of Gatekeeper is simpler: one point is scored per generator remaining to be repaired per minute for the first nine minutes. At the end of the Trial, if both Exit Gates remain closed, additional points are scored. With less focus on keeping seven generators up, we can move on and change Hex: Ruin without making it significantly harder for Killers to do well in Gatekeeper. 

    The new Hex: Ruin is simple: 

    All Generators are affected by Ruin; if a Generator is not being worked on, it regresses at [1/1.5/2] times the normal regression rate. 

    The Hex effect persists as long as the related Hex Totem is standing. 

    This version of the perk has many benefits: 

    • Survivors who are working on generators are unaffected as the perk no longer affects Skill Checks. 
    • Killers must be active in pushing Survivors off generators to get value from it. 
    • It is less useful in the early game, but very useful in the late game. Survivors now have a more interesting choice about when it is necessary to find and cleanse the Hex Totem. 

     

    The changes outlined above, along with the Lery’s Memorial Institute rework, are slated for the mid-chapter update and will be available to test on the Player Test Build (PTB) starting tomorrow. Please be sure to let us know what you think once you’ve had a chance to try them out! 

    Just read the designer notes there they talk about the reasons for the nerf.

  • @Dexn3ko0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456735#Comment_1456735

    No again it was not nerfed because it was overused.

    It was used in about 80% of high ranked games so the devs took a closer look at the perk.

    https://forum.deadbydaylight.com/en/discussion/117488/designer-notes-doctor-gatekeeper-hex-ruin

    Just read the designer notes there they talk about the reasons for the nerf.

    Exactly, but killer mains will just claim that they are the victims & the devs favour survivors, despite the countless survivor nerfs.

    They literally only read the first sentence: “Hex: Ruin is used in over 80% of all games in the red ranks” and claiming it was nerfed because it was OvErUsEd while missing out the 3 points that the devs made on why it was changed.

  • I would like to see statistics for both survivor and killer perk usage. But i'm guessing they are avoiding showing them because from survivor side specially they would be quite concerning.

    I remember some perk usage stats over 1 year ago which showed that in red ranks self care was most used perk?? It's funny becouse i see maybe ONE selfcare every third game in red ranks, so i don't know how they got those stats. Even iron will is much more used

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457098#Comment_1457098

    Those stats say it...most of all players are swf

    Take that solo number and chop it down for each tro and duo

    Then cut it down by 4 after that and that cut number is the number of games of full solos... everything else aka almost all the time its swf.

    Yea how can anyone cope against a 2man.


    I swear it's always "swf isn't a problem it's those 4-man squads that ruin it" now we're back to it doesn't matter swf is op. lmao.

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457436#Comment_1457436

    Being fair, data can be read anyway we like.

    So to be generous pretend that 60% its not SWF.

    I mean you still face SWF every other game... or you face swf every game and someone else faces two solos in a row... matchmaking isn't perfect and you'll have random mixed between players.

    On ps4 where I play even if its not swf I chat invite everyone I play with during loading screen... and most people join or invite me to there chat if they are already swf... thats common for console at the very least

    Then look at the kill data...

    if its a perfect read the killer gets a 2k every game... so he looses almost every match because that's what 2k is by every metric ingame (i know survior rulebook in the forms tell me its not, but my bp and pips and entity tell me otherwise)

    ? Or he wins once and then looses twice in a row all that does is show me most players live.

    50% Or at the very least twice the survivors win for every killer that wins

    Sounds fair lol

    Do you know how averages work? The devs said an average of two kills per game is the sweet spot which leaves plenty of room for 3/4Ks lmao.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1457456#Comment_1457456

    Do you know how averages work? The devs said an average of two kills per game is the sweet spot which leaves plenty of room for 3/4Ks lmao.

    Occasionally yeah. But every 3k means a 1k game has to Ballence it out. Every 4k has a 0k. 3k is still a loss.

    With a 50% average killers loose more often then win and survivors survive more then they ever die.

    Aka

    Live by daylight

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459574#Comment_1459574

    Occasionally yeah. But every 3k means a 1k game has to Ballence it out. Every 4k has a 0k. 3k is still a loss.

    With a 50% average killers loose more often then win and survivors survive more then they ever die.

    Aka

    Live by daylight

    ohhhh noooo killers have to lose sometimes? :(


    The ranking becomes harder the higher you rank up, so it makes perfect sense to safety pip the majority of the time in red ranks because you're supposedly going up against the best, far too many people rely on this pipping thing as an example of winning when you're not supposed to constantly rank up when you're at the top unless you play exceptionally well.

  • @Seanzu said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459603#Comment_1459603

    ohhhh noooo killers have to lose sometimes? :(

    The ranking becomes harder the higher you rank up, so it makes perfect sense to safety pip the majority of the time in red ranks because you're supposedly going up against the best, far too many people rely on this pipping thing as an example of winning when you're not supposed to constantly rank up when you're at the top unless you play exceptionally well.

    Not sometimes, most of the time


    The game is "balanced" for the same side to loose most of the time.

    How is that fair or fun?

    And the game doesn't explain any of that. In fact its all to the contrary. Every aspect of the game is harder for the killer to play and he is still disadvantaged by team and balance. No wonder killers leave this game in droves

  • @emptyCups said:

    https://forum.deadbydaylight.com/en/discussion/comment/1459619#Comment_1459619

    Not sometimes, most of the time

    The game is "balanced" for the same side to loose most of the time.

    How is that fair or fun?

    And the game doesn't explain any of that. In fact its all to the contrary. Every aspect of the game is harder for the killer to play and he is still disadvantaged by team and balance. No wonder killers leave this game in droves

    i very rarely get anything less than a 3K and very rarely see the killers i watch get anything less than that too, killer players just haven't improved and expect 4Ks lol.

  • @hillbillyclaudmain69 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1449609#Comment_1449609

    I use self care in red ranks bc I cant rely on randoms who somehow got to red ranks. It's not a bad perk.

    I definitly agree, it's a good perk, but there are definitly better perks in DBD.

  • They tend to twist the data to make it look better, like merging all platforms together or all ranks together. Its still correct data but not the specific data we want. I'd buy some Cells as a reward to BHVR if they actually committed to showing the data people want to see but that'll never happen.

  • @FreeFaceRide said:

    I come from XB1, R1 survivor playing anything from solo to 4-man SWF, Rank 8 Killer. Every perk is unlocked and Level 3 on my survivor.

    In all my games, solo to 4-man SWF, my build stays as Prove Thyself, DS, BT, and Bond. Prove Thyself due to gen speed nerfs (and to encourage team mates to help with gens), DS for tunneling killers, BT for camping killers, Bond for the assurance that my team is doing at least something productive. To be quite honest, I hardly see anyone using BT, and DS is still a 50/50 I find. Same with Iron Will, I see Self Care, UE, Sprint Burst, Dead Hard, Q&Q, Head On and Inner Strength more than I've been seeing Iron Will.

    I wish I didn't have to run BT and DS, but here on Xbox, we run into camping and tunneling killers what seems like every other game, and really, it makes it impossible to even get a 2-man escape without those two perks. Half the time, the first guy chased is hooked within 0-3 gens, proxy camped hard, tunneled, then killed, then the next guy gets face camped when gens are finished, and then the killer more than likely has NOED for a 3rd or 4th kill. BT nor DS solves this issue either since they'll just run after that survivor for longer, it just buys us time to hopefully grab the killers attention and/or get a bit more gen progress done.

    I'm just saying, if I could enjoy my time playing these games and didn't need BT/DS to actually have fun with friends, or even just enjoy the game by myself, then I wouldn't run them, but I find more often than not that my build NEEDS these perks to make the game playable. Is DS and BT disgusting with a SWF all running it? Absolutely. I'm the only one in my SWF that uses DS, but others want to follow because they can't have fun getting tunneled every game.

    Resident Doctor Main here,

    This is the main reason I play as killer most of the time, as my name suggests. However, when I do play survivor, I usually use Dwight's 3 teachables and something like Spine Chill or BT. It really sucks that most of the killers on Xbox camp at any rank. Sincerely,

    Resident Doctor Main

  • What difference is survivor perk usage statistics being made public going to make anyway?? It’ll only show you what you know already, DS, BT, DH, etc...

    Again perks being nerfed because of high usage rate is not how the devs roll, if anything the statistics being made public is only going to cause endless threads of “Nerf BT/DS/DH”

  • Because so many people blamed the devs that they're lying about their stats that they decided to not go that intimate anymore.

    That was the same reaction like in 2k16. Because the community were blaming the devs by every single word they said "but you said so and so" the devs decided to talk less about what they're doing and planning the backround. People twisted their words and used them against the devs so they stated to not talk abound things they're doing or thinking about in the backround anymore.

    And then 2k17 we got our first CM not_queen. She's the probably the reason why we are where we are now.

    Don't think the devs wouldve talked about an upcoming killer an its abilities, the new map, the new killer and survivor perks. That was a very slow process. And we all saw not_queen talking with the devs and encouraging them to go into details and talk about some thoughts and things they're planning.

    That way we got roadmaps :)


    So maybe if we wouldn't blame the devs lying or cheating when they share internal stats with us and maybe if we are very very lucky they give us a second chance. Until then there will be not stats.

  • I believe they won't show it, for whatever reason, maybe to avoid starting a riot in the community, who knows.... Even though they said last anniversary the game is in the "community's hands" now, that is in some aspects very far from true, unfortunately

  • I do hope, however that they will some day

  • @NursesBootie said:

    https://forum.deadbydaylight.com/en/discussion/comment/1456655#Comment_1456655

    I definitly agree, it's a good perk, but there are definitly better perks in DBD.

    Agree

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