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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Comments

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189645#Comment_3189645

    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.

    Do the numbers account for the amount of killers that allow full groups of survivors to escape?

  • @Peanits said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189770#Comment_3189770

    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.

    A problem is you are using statistics in a deceptive way through omission. Statistics make great liars.

    The omission is a break down by skill levels. You/BHVR happily used skill level break down in the lead up showing extreme perk variance at low, mid, and high tier mmr (ie dead hard dominating at high mmr). Now you are claiming things are sort of ok with 39% survivor escape rate, but that's averaged(?!) among all survivors. That's going to be biased heavily by those SWF survivor pros at high mmr who play tons of games that still escape 60-70% of the time while masking the slaughter happening at low mmr where escape rate is around 15-20%. People who lose constantly play less out of frustration typically, so survivorship bias also inflates those numbers toward SWF groups that win games.

    Release escape/kill rate at different levels like you did with perk usage pre patch. Lots of people (self included) are keeping their statistics on this, and 39% would be a fairy tale dream. I'm very certain that survial rate is not consistent across levels meaning some of these changes have been extremely rough on certain player groups (like your newer and lower skilled tier).

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