BHVR said: "The average kill rates are a little lower than we'd like"

so, BHVR said in the June DU "kill rates are little lower", but, earlier in this year they shared with us this Graphic. Every killer has basically 50% rate every match, so 2 survivors died per match. Lower than expected? this is balanced? or this "little lower" have a focus in a determinate MMR? i miss anything?

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Tagged: BHVRMod

Comments

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3060763#Comment_3060763

    DC's are not included in kill rates, just as an FYI.

    And please bare in mind that the data in that graph is months old and doesn't fully represent the game at present time.

    I guess there's not much that can be done about hook suicide stats counting as sacrifices boosting kill rates?

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061004#Comment_3061004

    There's certainly some things that should be nerfed. Booba is always the gold standard(his saw just needs to stop after he puts a single survivor in the dying state...Well see after the update though with the speed boost from BT....I'm pretty sure you'll be able to outrun his saw now.

    Its fine to advocate for one side or the other. But a touch of realism is neccesary. You want it punished...But how exactly do you punish it. How do you define one situation game wise compared to the other. Where it's fine to camp and tunnel in certain situations, but not the other.

    You may not like it and want it punished. But you have to be realistic...If you have a team mate that messes up trying for a flashlight save and gives someone 2 hooks in close proximity. That is strictly on the survivors end. The killer should not be leaving the situation you afforded them. Why should that be punished ?

    Bubba can down through BT+SB combo. I've done it without add-ons, which requires a little better timing. With chili and/or marks it becomes much easier to pull off.

    Maybe stacking 7% on top of SB might be just enough to tip the scale, but I feel add-ons would still trump that, from personal experience of how much difference they make.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061004#Comment_3061004

    There's certainly some things that should be nerfed. Booba is always the gold standard(his saw just needs to stop after he puts a single survivor in the dying state...Well see after the update though with the speed boost from BT....I'm pretty sure you'll be able to outrun his saw now.

    Its fine to advocate for one side or the other. But a touch of realism is neccesary. You want it punished...But how exactly do you punish it. How do you define one situation game wise compared to the other. Where it's fine to camp and tunnel in certain situations, but not the other.

    You may not like it and want it punished. But you have to be realistic...If you have a team mate that messes up trying for a flashlight save and gives someone 2 hooks in close proximity. That is strictly on the survivors end. The killer should not be leaving the situation you afforded them. Why should that be punished ?

    Punishing camping is easy, make generator speeds faster the longer the killer lingers next to the hook AND no other survivor is nearby. Make it so all generators can be completed within 1 hook state if camped.

    Make it so that a match so conducted would ALWAYS yield no pips, or even a depip.

    And finally give survivors base kit kindred so they know when a killer is hanging out near the hook.


    That's it camping problem solved. Survivors have the information to make good decisions. Survivors are incentivized to do the thing that counters camping, which is generators. Faster generators + faster escapes = more blood points per hour. Killers feel the pinch of the reverse, less blood points, less pips, less snowballing into more than a single kill.

    By rewarding the survivors this way it isn't abusable in the same way pausing the hook timer is. It's so simple.

  • @Mandy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061614#Comment_3061614

    pretty impossible for getting survivors who've suicided on the hook to be excluded from data. Hence I was specific to the point raised that this was DC's.

    Thats pretty bad to be honest how can you tell if a killer killrate is good enough do to this mechanic not to mention suiciding on hook is fairly common to avoid the dc penalty so going by that 5% to 15% of the data is suicides

  • @Ricardo170373 said:

    so, BHVR said in the June DU "kill rates are little lower", but, earlier in this year they shared with us this Graphic. Every killer has basically 50% rate every match, so 2 survivors died per match. Lower than expected? this is balanced? or this "little lower" have a focus in a determinate MMR? i miss anything?

    https://us.v-cdn.net/6030815/uploads/LGJKFVM77IP8/image.png

    U figure it would be higher than that. Most killers I have ran into in the game in matches lately don't really play fair with survivors to begin with or give them a fair chance to win a match.

  • @Adaez said:

    https://forum.deadbydaylight.com/en/discussion/334265/bhvr-said-the-average-kill-rates-are-a-little-lower-than-wed-like

    Honestly those kills are this high because in many games,a lot of survivors just give up and dc,so they still count as kills.

    Also the rates might be a bit over 50%,but not a lot of players play killer because after a game or 2,you're already burned out and bored of it.

    I rarely play killer bc playing killer lacks the teamwork aspect that originally drew me to dbd in the first place. It feels kind of lonely playing killer, even though I mainly soloQ, as survivor.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061621#Comment_3061621

    Is there no way to internally track things like number of self unhook attempts, % of passed skill checks in stage 2, etc?

    While you can do this and I'm fairly sure that specific data is saved internally, it's still not that simple. A survivor killing themselves on hook at the start of the game is pretty distinct and definitively taints that game as a balanced match. They could track whether a survivor self-unhooks 3 times and then misses both skill checks. However, it's not so clear later on. People can be trying to kill themselves because the game is already lost and they're just hurrying up the inevitable or even genuinely gunning for the kobe that'd be the only way to save the game, or because they want hatch to spawn ASAP - in those cases, the player's death isn't tainting the data sample and there's no need to discard it. You can also have a brand new player who thinks struggling is the correct thing to do and doesn't understand skill checks, and while the match becomes a 3v1 prematurely, it's due to in-game incompetence rather than a player refusing to play.

    Then you get to cases where the player totally hook suicided on purpose, but it wasn't clear-cut enough for an algorithm to see it. Maybe they successfully kobed and had to wait for the killer to hook them again - which isn't always immediate, because sometimes killers take offense to what the survivor is trying to do and slug them for as long as possible, or ignore them and the survivor ends up chasing the killer begging for a hook. Maybe somebody managed to unhook them in time. Maybe they didn't give up immediately but suicided once some time had passed and no teammate was moving to help them yet, so they only struggle once or twice. Maybe it was the second hook they gave up on, not the first. Those cases start to get way too muddy where "did this survivor die normally or were they trying to quit?" is concerned.

    When you also have AFKs, and memesters, and trolls, and even cheaters, it's just not really possible to keep survivors who aren't trying from tainting the data. Same goes for the killer side. You could identify a killer who doesn't get a hit all game, but you can't determine whether someone was sincerely outmatched or if they were just goofing around or throwing for a challenge.

  • @Laluzi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3061622#Comment_3061622

    While you can do this and I'm fairly sure that specific data is saved internally, it's still not that simple. A survivor killing themselves on hook at the start of the game is pretty distinct and definitively taints that game as a balanced match. They could track whether a survivor self-unhooks 3 times and then misses both skill checks. However, it's not so clear later on. People can be trying to kill themselves because the game is already lost and they're just hurrying up the inevitable or even genuinely gunning for the kobe that'd be the only way to save the game, or because they want hatch to spawn ASAP - in those cases, the player's death isn't tainting the data sample and there's no need to discard it. You can also have a brand new player who thinks struggling is the correct thing to do and doesn't understand skill checks, and while the match becomes a 3v1 prematurely, it's due to in-game incompetence rather than a player refusing to play.

    Then you get to cases where the player totally hook suicided on purpose, but it wasn't clear-cut enough for an algorithm to see it. Maybe they successfully kobed and had to wait for the killer to hook them again - which isn't always immediate, because sometimes killers take offense to what the survivor is trying to do and slug them for as long as possible, or ignore them and the survivor ends up chasing the killer begging for a hook. Maybe somebody managed to unhook them in time. Maybe they didn't give up immediately but suicided once some time had passed and no teammate was moving to help them yet, so they only struggle once or twice. Maybe it was the second hook they gave up on, not the first. Those cases start to get way too muddy where "did this survivor die normally or were they trying to quit?" is concerned.

    When you also have AFKs, and memesters, and trolls, and even cheaters, it's just not really possible to keep survivors who aren't trying from tainting the data. Same goes for the killer side. You could identify a killer who doesn't get a hit all game, but you can't determine whether someone was sincerely outmatched or if they were just goofing around or throwing for a challenge.

    So you just need to have it flag them to compare with a second factor check, be it time elapsed in the trial/number of surviving allies/egc/ whatever. This is all information the game is constantly tracking that can be applied with the proper perspective and forethought. Pretending none of it exists creates an improper foundation for statistics regarding causality.

  • I think that data is bad. A couple of years ago it was released that the kill rates at red ranks was close to 75%, which I believe is still true. It has to be true because survivors have only been nerfed extremely hard in every patch. It wouldn't make sense to be the inverse. There is no way the killrates are dropping if survivors are only getting nerfed and killers getting buffed.

    BHVR needs to play their game in actual public matches if they think the killrates are less than they would like.

  • The data is fine, it's a whole population of data with known errors omitted not a random sample.

    What really needs to be considered is a big change that happened that we should have all deduced would lower kill rates. Specifically patch 4.4.1, memento mori was nerfed. Mori kills went from requiring 1 hook to requiring 2 hooks. Which would cause kill rates to drop.

    75% to 50%? There are probably more miscellaneous factors such as map reworks, but by and large I assume the mori nerf to be the biggest cause. Killers used to run mori offerings somewhat-frequently and now they're a rarity.

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