Another day, another set of games with top tier survivors

https://www.youtube.com/watch?v=R2PzvdWGuMg


When are people going to realize that we desperately need to do something about the kinds of things survivors can do and how difficult it is to even get a single hook against good survivors?

Comments

  • These are literally the best Survivors in the entire world.

    Comparing them to anyone else is actual lunacy.

    You will not find anyone even CLOSE to their level in public games.

  • ... bro uses the top 0.0001% as baseline. pog. When's the last time Eternal even lost a set?

    But seriously, do you really think there are more than a handful of other players among the entire playerbase who can even compete with Eternal?

  • Although, as others mentioned, very few people are capable of playing nearly to this level, it still shows survivors have a lot more going for them than they should tbh. If you take similar skill level on both sides even at lower levels you'll get similar results (although much more messy lol)

  • Yeah, this thread is pretty misleading. Most Killer players will never even play against a professional team. Let alone one of, if not the strongest team in the world.

  • You guys aren't even trying with the trolling anymore.

  • @Halloulle said:

    ... bro uses the top 0.0001% as baseline. pog. When's the last time Eternal even lost a set?

    But seriously, do you really think there are more than a handful of other players among the entire playerbase who can even compete with Eternal?

    https://youtu.be/RqOIk7BLPv4

    They dropped some sets in this series. Some incredible games here. In response to OP, it's about matchmaking. If you put the best comp team in the world in the game, you need one of the best comp killers in the world to go against them. Not a "master Huntress" or whatever.

  • @Pulsar said:

    These are literally the best Survivors in the entire world.

    Comparing them to anyone else is actual lunacy.

    You will not find anyone even CLOSE to their level in public games.

    Match them against the top killer in the world, and the match will likely go similar. Even in the video, they specifically went out of their way to find other top tier players.


    @Halloulle said:

    ... bro uses the top 0.0001% as baseline. pog. When's the last time Eternal even lost a set?

    But seriously, do you really think there are more than a handful of other players among the entire playerbase who can even compete with Eternal?

    @CatnipLove said:

    Yeah, this thread is pretty misleading. Most Killer players will never even play against a professional team. Let alone one of, if not the strongest team in the world.

    Let me ask you a question here, and it is a simple 1 or 2 word answer.


    Do you think this game should be balance around average skilled players, or top tier players?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401787#Comment_3401787

    Match them against the top killer in the world, and the match will likely go similar. Even in the video, they specifically went out of their way to find other top tier players.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401788#Comment_3401788

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401800#Comment_3401800

    Let me ask you a question here, and it is a simple 1 or 2 word answer.

    Do you think this game should be balance around average skilled players, or top tier players?

    Pretty sure they compete in tournaments where Killers DO win.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401830#Comment_3401830

    Pretty sure they compete in tournaments where Killers DO win.

    Show me a tournament that:


    • Plays the standard rules of the game (kills vs escapes) and not some point system
    • That doesn't heavily handicap the survivors in some way (no duplicate perks, items etc.)
    • Survivors are a 4 man team that regularly play/practice together (no randoms)
    • The killer actually wins the game by killer 3 or 4 survivors.
    • The survivors are at least nearly as good as these guys (top 100 for example)
  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401831#Comment_3401831

    Show me a tournament that:

    • Plays the standard rules of the game (kills vs escapes) and not some point system
    • That doesn't heavily handicap the survivors in some way (no duplicate perks, items etc.)
    • Survivors are a 4 man team that regularly play/practice together (no randoms)
    • The killer actually wins the game by killer 3 or 4 survivors.
    • The survivors are at least nearly as good as these guys (top 100 for example)

    I couldn't find the original stream, but here is @zarr's analysis of the unrestricted tournament.

    @zarr said:

    Over the last weekend, www.twitch.tv/Wwispy1 held a tournament in which every character, perk, item, add-on and offering was allowed. This makes it special because usually in tournaments there are a various restrictions for these things in place.

    I have taken stats on a plethora of tournaments in the past, and every time without fail average kills settled slightly above 2. My experience with and analysis of tournament DbD has contributed to my opinion that the game is actually reasonably well-balanced at the top end, and to my understanding of why the game is statistically killer-sided in public matchmaking. Since killers can evidently compete even against survivor teams composed of some of the very best, most practiced players in the world that are also using voice communications (and do so in very efficient ways) and have highly coordinated loadouts, strategies and tactics, it is easier to understand why in the public matchmaking environment where only around 5% of the player pool even are 4-player SWF groups (of which even less use voice chat, and of which in turn only a tiny fraction is as skilled as tournament players, let alone as practiced and experienced as a team), killers overperform. I think in a scenario of a killer player facing four random survivor players (no voice communication, no prior coordination of builds, strategies or tactics) each equally as skilled and experienced as the killer player, the game is actually favouring killers. I would expect the average result to fall around 2.5 kills. Of course, different killer characters and maps affect things, but we know from public stats that none of them favour survivors universally (even the statistically weakest killer on the statistically strongest survivor map still averages above 2 kills), and so I would assume that scales into the theoretical realm of 5 completely equally skilled and experienced players facing off similarly to how the killer-leaning universal balance scales into the competitive realm. That is to say, I would expect most killers on most maps to still fall within a range of 2-2.5 kills.

    One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles. I have never taken real issue with that given that the loadouts in these tournament matches are still entirely comparable to those you will see in an average public match (if anything they are much more optimized), and argued that the overwhelming skill, experience, practice and coordination disparity would already more than make up for loadout differences compared to public teams anyway (meaning even with 10 Decisive Strikes the average public group would still not be anywhere near as competitive as these tournament teams are with their 1 Decisive Strike that they are usually allowed to have), but still, those restrictions do make the tournaments somewhat of an artificially balanced realm.

    In the tournament I'm talking about now, all those restrictions were removed. So not only do you have some of the most skilled, experienced, practiced players in the world communicating with voice chat and coordinating their builds and plays, but they also get to use the most busted stuff, such as 4 Styptics/Syringes, multiple Brand New Parts, 4 Dead Hards and Decisive Strikes. This is a level of play and coordination and of sheer stacked loadouts that you will never see in public matchmaking. ...And yet, as the following stats show, the killers were absolutely able to compete.

    https://us.v-cdn.net/6030815/uploads/D3QJSAMEUAP8/wispy-everything-allowed.png

    So, we have an average of 2.16 kills, again as in all other tournaments a slightly killer-leaning result. We can see that 11 of the 30 matches ended in outright killer victories (3k, 4k), 13 in outright survivor victories (0k, 1k), and 6 in ties (2k). If we take into consideration that 3 times players decided to play non-S-tier killers (Pinhead, Huntress, Oni), we can say that outright victories are basically an exact split between both roles; in terms of kills, 40% of the time killers won, 40% survivors did, and 20% of the time they drew. That's a surprising level of balance given the ridiculous loadouts at play. It is also worth pointing out that killers overwhelmingly often lose less decisively than survivors, which is to say when the killer loses they usually at least still kill 1 survivor (of 13 losses, 12 (92%) were 1 kill losses), while survivors most of the time lose with 0 escapes rather than 1 (of 11 losses, only 3 (27%) saw 1 survivor escape).

    Another argument people may have even if they accept the statistical fact that the game is balanced at the top end in terms of kills, is that it is not balanced in terms of hooks. I unfortunately did not count the actual amount of hooks while watching the matches, but I believe that hook stages can still be used to draw reasonable conclusions in that regard. So, if we assume the typical "the killer can just tunnel one survivor to death and then facecamp a second survivor in the endgame to achieve a "balanced" result of 2 kills" scenario that is often brought up to argue that an outcome of 2 kills does not necessarily mean the match was "balanced" in a "healthy" way, we would expect 6 stages to be the dominant result. Looking at the stats, we can see that of 30 matches, only 6 ended in 6 stages, or one fifth/20%. 22 matches ended with at least 7 stages, meaning 73% of matches were killer victories in terms of hook stages, and they were not achieved simply by tunnelling one and camping another survivor. This is also obvious by looking at the fact that none of the 6 2k matches ended in 6 stages, all of them had more. In fact, as you can see further at the bottom of the stat sheet, the perk No Way Out was used in 66% of the matches, and it obviously encourages spreading out your hooks on all survivors. On the flipside, only 2 matches ended with less than 6 stages, a mere ~7%. It is therefore obvious that in terms of hook stages (and in deduction hooks) the game leans even more toward killers.

    Now it of course has to be noted that this goes for Nurse, Blight and Spirit, players didn't usually pick other killers for obvious reasons. Either way, at least those three can provably more than compete with even the absolute best that a survivor side can put up (which is way beyond what any public group ever will). This is something that surprised even myself. I always knew the game was much more balanced than many people make it out to be, and tournament results have always supported that, but I did still believe that given the ability to use the absolutely most stacked loadouts of multiple purple med-kits with Styptics, multiple BNP, 4 DS, etc., average kills would at the very least be slightly below 2 rather than still slightly above. Pretty crazy honestly.

    In other tournaments even various of the other killers average out around 2 kills and 6-8 stages with 4-kill matches absolutely being possible, but tournaments do show that only roughly half of the killers are viable at the highest level, with only Nurse, Blight and Spirit viable enough to consistently be able to 4k, Twins being a close contender. It also has to be noted that the map pool in this tournament was limited, and although it included Wreckers' Yard, Dead Dawg Saloon, Rancid Abattoir and Gas Heaven which with few exceptions represent the state of balance of most maps in this game, I do think there are more survivor-favouring maps than killer-favouring maps overall. A variety of killers deserve buffs, a variety of maps should be further adjusted. But those buffs and adjustments are not strictly necessary from a public matchmaking perspective - not only can killer players simply choose to play S-tier killers every single time if they so desire, but good killer players win the majority of their pub matches even with the lowest-tier killers. Public matchmaking even with MMR is simply not able to provide good killer players with equal opponents sufficiently consistently. But likewise, the weakest killers could all be buffed, the problematic maps all adjusted, without it all too negatively impacting public matchmaking balance either.

    The perks used here tell some clear stories too. There are only 19 different survivor and 15 different killer perks in the total pool. That shows how limited the pool of the strongest perks in this game is - 34 out of a total 185 perks seeing use. Not only that, but if we look at how often the individual perks are being used, it becomes clear that it's really only a handful for either role that dominate: Dead Hard and Decisive Strike alone already make for almost half of all survivor perks used, with Borrowed Time, Unbreakable, Deliverance and Prove Thyself making up another ~40%. So almost 90% of all perks used for survivors consist of only 6 different ones. For killers it's similar, with Corrupt Intervention, Deadlock, No Way Out, Lethal Pursuer, Ruin and NOED being 6 perks combining for 86% of all perks used.

    I do think a ton of perks should be buffed to get them to a level where they are even approachingly able to compete for slots with perks the likes of those mentioned, but I don't think that the limitedness of perk usage at the absolute top level is necessarily all too problematic. In games there always are a fairly limited amount of S-tier characters and items, and it's no different in DbD. Ideally there would be more for a more varied top-level meta, but in public matchmaking you can already get pretty creative with your loadouts without giving up much. However, the perks do tell us a bit about the gameplay and parts of it could be seen as problematic: The prevalence of DS, BT, Unbreakable and Deliverance show that camping, tunnelling and slugging are the most effective killing strategies that survivors have to combat. Maybe the game could be better if it was reworked to concentrate more strictly on getting as many hooks as possible rather than revolve around these strategies at the top end. On the killer side, Corrupt and Pursuer highlight that the early game is crucial for killers, they have to get pressure up as soon as possible. It could help to introduce an "early game collapse" phase after all, such as simply by blocking all generators until the first chase has begun. No Way Out and NOED on the other hand highlight the fact that killers are at a disadvantage in the endgame - healthy survivors hit with a basic attack can regularly make it to a gate even over large distances, and killers regularly cannot defend gates unless they happen to spawn within close proximity of one another. I personally would not be opposed to the idea of having NOED be a basekit mechanic, without the movement speed boost, giving survivors a totem counter at base at the same time. To bring Nurse and Spirit in line with a NOED basekit reality, I think making Lethal Blink hits and Grudge hits not count as basic hits would be a welcome adjustment (it would be even without basekit NOED).

    Some other notes: No Way Out's popularity shows that even the best killer players expect to get into an endgame scenario regularly in even matches. I think there has to be a change in mentality of players to not consider a game lost just because all generators have been completed. Given a desired goal of 2 kills and 2 escapes, a balanced match obviously has to see all generators get finished. Not only that, but since killers can almost always all but guarantee 1 kill in the endgame, a balanced match much of the time is expected to see all generators get finished with at least 3 survivors still alive at that point. Food for thought.

    I was surprised that Circle Of Healing didn't see more play. It goes to show that other perks are more valuable if you just bring a med-kit. The standard build for most teams was: 4 DS, 4 DH, 2 BT, 2 Deliverance, 2 Unbreakable, 2 Prove Thyself, with everything else being "tech" variations, and Circle not even being a popular tech (only brought in for 3 matches of the 30).

    The problematic add-ons are definitely still problematic: Nurse's range add-ons, Spirit's Mother-Daughter Ring, Blight's Alchemist Ring, Brand New Parts, Styptics, Syringes - these are all blatantly overtuned, and particularly the survivors' ability to bring 4 overtuned add-ons is ridiculous. I would even say it's precisely the ability to bring multiple that makes them a problem - if random survivors only bring 1-2 of these (which is already fairly rare), their impact potential is mostly alright. I think SWF groups should have perk and item limitations in place, such that they can only bring any perk or item/add-on at most 1 time. The killer add-ons should simply be rebalanced.

    Moris are still the most balance-relevant offering in the game. Without map offerings, survivors in this tournament usually burned Petrified Oaks, and their impact on the matches was moderate at most. The Ebony Memento Moris that killers usually burned on the other hand consistently made much more of a difference. Bypassing any and all rescue mechanics (DS, bodyblock and sabo plays, pallet and flashlight saves) as well as saving time and holding positions particularly in the endgame turned out to be crucial at various points in these matches. That said, I still think moris are in a fairly good spot now.

    Final note: The finals of the tournament are actually still to be played out. They will happen next weekend, so keep on eye out on the stream I linked.


  • I'll take a look at that when i get some time, but already reading it i see:

    One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles.

    But, i'm willing to watch and listen to the argument where its stated they generally are using the same things you see in regular matches. Do you have videos of the matches somewhere?


    I think actually seeing the matches would help me get a better grasp of it. Additionally its mentioned that basically most matches were nurse spirit and blight. So that brings into point my main thing is that those are really the only viable killers. I'm assuming this was before the spirit nerfs as well, so i'd imagine if such a tournament were run today you wouldn't see her nearly as much as the other 2.

  • @Reinami said:

    I'll take a look at that when i get some time, but already reading it i see:

    One counter-argument against previous tournament stats is that there are various loadout restrictions in place for both roles.

    But, i'm willing to watch and listen to the argument where its stated they generally are using the same things you see in regular matches. Do you have videos of the matches somewhere?

    I think actually seeing the matches would help me get a better grasp of it. Additionally its mentioned that basically most matches were nurse spirit and blight. So that brings into point my main thing is that those are really the only viable killers. I'm assuming this was before the spirit nerfs as well, so i'd imagine if such a tournament were run today you wouldn't see her nearly as much as the other 2.

    THIS tournament was unrestricted. Previous one's were restricted and people made the argument that they didn't count as the restrictions made it too different from pubs.

    I don't have any videos, maybe someone else does?

    Also, those Killers might be the only viable one's against literal competitive teams, sure. Not every Killer should be so oppressive as to be able to 12-hook the world's best players. Besides, that has no bearing on the overall viability of Killers. I'd expect to see Wesker, Pinhead and maybe Artist hanging in there today. I do think Spirit would still be there, MDR is still around after all.

    Also, this is pre-DS and DH nerf.

  • These are some of the best survivors in the world, who incidentally knew what killer they were going up against beforehand. Against 2 mechanically weak killers.That's not a good thing to base game balance on.

    99.99% of the player base does not and cannot play like this.

  • @HoodedWildKard said:

    These are some of the best survivors in the world, who incidentally knew what killer they were going up against beforehand. Against 2 mechanically weak killers.That's not a good thing to base game balance on.

    99.99% of the player base does not and cannot play like this.

    So i'll present to you the same question that i asked earlier that has yet to be answered by anyone so far.


    Simple.

    Do you think the game should be balanced around average skill players, or top tier high skill players?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401893#Comment_3401893

    So i'll present to you the same question that i asked earlier that has yet to be answered by anyone so far.

    Simple.

    Do you think the game should be balanced around average skill players, or top tier high skill players?

    Balanced AROUND or balanced FOR?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401893#Comment_3401893

    So i'll present to you the same question that i asked earlier that has yet to be answered by anyone so far.

    Simple.

    Do you think the game should be balanced around average skill players, or top tier high skill players?

    Should be balanced around average skill players.

    Because Im sure you and I are average skill players, which you and I should have more benefits from.

  • Balance can only happen when matchmaking matches based on mmr instead of backfilling players in queue.

    However this isn’t possible because this would lead to 10-20 min queues for certain groups of players.

    Balancing around the average player is fine and all but if this results in imbalance for more experienced/veteran players, some will definitely stop playing or reduce play times.

    When that happens, guess which pool of players matchmaking would have to draw from to fill up lobbies for more experienced/veteran players? The average player would probably be outclassed regardless of being on Survivor or Killer leading to the more vocal ones demanding for more nerfs to the other side.

  • I see both statements as mostly the same. Let's imagine 2 scenarios.


    1) Something is super OP when playing in low MMR, but really weak when playing in high MMR. If you balance around high level players, you should buff this thing. If you balance around low level players, you should nerf this thing

    2) The opposite, something is really weak in low MMR games, but really OP in high MMR games. If you balance around low level players, you should buff this thing, if you balance around high level players, you should nerf this thing.


    Obviously there are some nuances there. I think generally we can all agree that you should at the very least try to do a bit of both. In the first scenario, there may be things you can do that make it better in high level play, while weakening it in low level play. For example, you could buff that thing, but maybe make it harder to use effectively.


    But for this i'm talking about in the broad sense. If you can't balance that way, and you had to make a choice, which choice do you make for each scenario?


    Basically, if you HAVE to make a change to improve gameplay for high level players, but doing so will make the game worse for average players, do you still do it. What about vice versa? Making the gameplay experience better for average players, but it would make it worse for high level players. Do you do it?


    You can imagine that in those scenarios all the players are equal MMr

  • @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401909#Comment_3401909

    Should be balanced around average skill players.

    Because Im sure you and I are average skill players, which you and I should have more benefits from.

    Alright then, so we balance around and for average skill players. Based on that, we need to take a look at the statistics for the AVERAGE player base and see which killers need buffs and nerfs based on that. And if you believe this statement that we should balance around and for the average skill players, that means, that based on the latest statistics we have for kill rates, we need to:


    The following killers are slightly overtuned and need to be nerfed:

    • Cenobite
    • Sadako
    • Wesker
    • Freddy

    The following killers are REALLY underpowered and need MASSIVE buffs:

    • Nurse (by far the worst killer in the game)
    • Trickster
    • Hillbilly
    • Demogorgon
    • Doctor

    The following killers are slightly underpowered and need some slight buffs:

    • Trapper
    • Blight
    • Twins
    • Deathslinger
    • Huntress

    And the rest are probably fine within a +/- 2% kill rate.


    So, what major buffs do you think we need to do to pump up the numbers of nurse and blight so they have a higher kill rate. And what changes do you think should be made to Sadako to bring her more in line with some of the more balanced killers like spirit?


    All joking aside, by now you are probably realizing my point right?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401912#Comment_3401912

    I see both statements as mostly the same. Let's imagine 2 scenarios.

    1) Something is super OP when playing in low MMR, but really weak when playing in high MMR. If you balance around high level players, you should buff this thing. If you balance around low level players, you should nerf this thing

    2) The opposite, something is really weak in low MMR games, but really OP in high MMR games. If you balance around low level players, you should buff this thing, if you balance around high level players, you should nerf this thing.

    Obviously there are some nuances there. I think generally we can all agree that you should at the very least try to do a bit of both. In the first scenario, there may be things you can do that make it better in high level play, while weakening it in low level play. For example, you could buff that thing, but maybe make it harder to use effectively.

    But for this i'm talking about in the broad sense. If you can't balance that way, and you had to make a choice, which choice do you make for each scenario?

    Basically, if you HAVE to make a change to improve gameplay for high level players, but doing so will make the game worse for average players, do you still do it. What about vice versa? Making the gameplay experience better for average players, but it would make it worse for high level players. Do you do it?

    You can imagine that in those scenarios all the players are equal MMr

    They are not quite the same.

    Balancing around the top % of players is a top-down balance philosophy. The only thing that matters is the top % of players; games like OW do this. They make changes based off of their competitive E-Sports league.

    Balancing for the top % of players is making sure that nothing is egregiously OP in the hands of those players, while still balancing around the average player. Obvious outliers (like old DH or old DS) that massively affect those games should be pruned, of course, but for the most part, you are balancing around the casual player.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401926#Comment_3401926

    Alright then, so we balance around and for average skill players. Based on that, we need to take a look at the statistics for the AVERAGE player base and see which killers need buffs and nerfs based on that. And if you believe this statement that we should balance around and for the average skill players, that means, that based on the latest statistics we have for kill rates, we need to:

    The following killers are slightly overtuned and need to be nerfed:

    • Cenobite
    • Sadako
    • Wesker
    • Freddy

    The following killers are REALLY underpowered and need MASSIVE buffs:

    • Nurse (by far the worst killer in the game)
    • Trickster
    • Hillbilly
    • Demogorgon
    • Doctor

    The following killers are slightly underpowered and need some slight buffs:

    • Trapper
    • Blight
    • Twins
    • Deathslinger
    • Huntress

    And the rest are probably fine within a +/- 2% kill rate.

    So, what major buffs do you think we need to do to pump up the numbers of nurse and blight so they have a higher kill rate. And what changes do you think should be made to Sadako to bring her more in line with some of the more balanced killers like spirit?

    All joking aside, by now you are probably realizing my point right?

    Cenobite - His Possessed Chains should do more and his Box should do less.

    Sadako - The Condemned playstyle needs to go, in return, lower the TP cooldown to TV's from 100 seconds to 60.

    Wesker - Infection should be paused post-unhook until a Survivor does a Conspicuous Action.

    Freddy - Honestly, he needs another rework, we all know that.


    Nurse - She needs to be less punishing to pick up and learn.

    Trickster - Make him playable on Console. Let him hold Main Event.

    Hillbilly - Rework his collision. Give him his old add-ons, minus insta-saw.

    Demogorgon - Ideally, let me rework him. If not, increase Shred's Range and increase his Portal Travel Speed.

    Doctor - Reduce Shock Detonation slightly.


    Trapper - Make Traps spawn with X meters of the center of the map. No more Traps in Narnia.

    Blight - Make him slightly easier to pick up and play. Reduce his cooldown from timing out during a Slam?

    Twins - Make Charlotte able to recall Victor after 20 seconds.

    Deathslinger - Reduce his TR back to it's old value.

    Huntress - Reduce Lullaby to 40 meters.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401893#Comment_3401893

    So i'll present to you the same question that i asked earlier that has yet to be answered by anyone so far.

    Simple.

    Do you think the game should be balanced around average skill players, or top tier high skill players?

    Average.

    Games are for people to enjoy. And you want to make sure the maximum number of players enjoy them.

    If DBD had a big, thriving esports community worth hundreds of thousands of dollars then perhaps it'd be more of an issue.

    But it doesn't, sure there are tournaments but they impose their own restrictions on the games to provide balance. Asymmetric multiplayer games are an absolute nightmare to balance and in all honesty you're never going to make it completely even. Such a tiny pool of games, featuring the absolute best players on the game such as in this video is not an accurate objective look at the game's balance as a whole.

    At the end of the day dbd is at heart a casual game, something for horror fans, people who enjoy something a bit different. Sure some people who play the game take it extremely seriously, but they are a minority, one that could not financially support the game on their own. Rebalancing the game specifically to accommodate the absolute best players in the world it is surv? Not a good idea imo. It could drive away the majority of the player base.

    I've always found these forums extremely elitist. Which is to be expected, forums will be mostly dedicated players. But a lot of people on here forget, survs have a rough time at low and mid mmr. And tbh as killer I have a pretty easy time of things, even against very experienced survivor teams. I'd probably get thrashed by the survs in this video but hey, they are the pinnacle of skill in this game. The kicker is I've only been playing since august last year racked up maybe 25 days playtime, recently some of the survivor teams I've dunked on have had players with 300 DAYs solid play time. Surv requires a extreme amount of technical skill and game knowledge to play well. And even with all that they still barely broke even against deathslinger of all killers, a killer that's been notoriously nerfed and is D tier if I remember correctly? And that was when all restrictions were removed interestingly.

    And, much as I love this game, I don't play it as much anymore, because my regular swf mates eventually lost patience with it because they are fed up with dying all the time as survivors. I have tried to get new people into the game and they have either refused to try the game at all because the learning curve is reputedly brutal, or tried it and given up after 48 hours playtime because they died 20 games in a row. That is not a trend that should be encouraged. What the Devs should focus on is making the game more accessible for new players. Improve the tutorials to let newer players know things like how to loop, ones that explain each killer power, killer instinct etc.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401787#Comment_3401787

    Match them against the top killer in the world, and the match will likely go similar. Even in the video, they specifically went out of their way to find other top tier players.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401788#Comment_3401788

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401800#Comment_3401800

    Let me ask you a question here, and it is a simple 1 or 2 word answer.

    Do you think this game should be balance around average skilled players, or top tier players?

    Around the top ~30% of players and for the top 5% of players. The top 1% and better can go play scrims with their own rules and balancing - their presence in pubs is neglible due to a) there aren't that many to begin with b) matches are over pretty fast. At least that's my experience with running into KL's Wesker. Dan has ping, he doesn't count #copium.

    At the extreme top end of the skill spectrum, especially when looking at tourneys and dbd League's average chase times and what not, it very much depends on the specific constellation (which killer with which build goes against which survivor builds on which map). There are matches where the expected result is getting 4-6 hookstages - and there are killers that are pretty much expected to get 10+ stages.

    So, if anything, all the opening post could make as an argument is that on the extreme top end of the survivor skill spectrum Huntress and Slinger need tools available to them to be able to compete with that fraction of the survivor playerbase --- without those tools having a significant impact on the rest of the playerbase. (spoiler: this is impossible.) The solution devs have come up with was to adjust matchmaking and lower the cap; while you will lose against a team like that you will not run into the top 1% all the time even if you are among the top 1% simply because matchmaking doesn't care if you're top 1% or top 15% (iirc bhvr said sth about ~15% of players being past the mmr cap).

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401830#Comment_3401830

    Pretty sure they compete in tournaments where Killers DO win.

    Not to mention that comp teams (including eternal themselves!) are also some of the top comp killers too

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401956#Comment_3401956

    They are not quite the same.

    Balancing around the top % of players is a top-down balance philosophy. The only thing that matters is the top % of players; games like OW do this. They make changes based off of their competitive E-Sports league.

    Balancing for the top % of players is making sure that nothing is egregiously OP in the hands of those players, while still balancing around the average player. Obvious outliers (like old DH or old DS) that massively affect those games should be pruned, of course, but for the most part, you are balancing around the casual player.

    @Reinami @Pulsar @devs I'm just wondering aloud here - it seems there is a lot of general discussion around balancing v Top/Higher MMR and Lower MMR. Some have mentioned that going like for like will make queues unbearable. For someone like me who is definitely a lower MMR and won’t understand the nuances fully around the issues at the very highest echelons my statement my seem naive and I trust you both with your rationale to pass judgement on this idea:


    How about having a fourth tier for all perks - ones that for both killer or survivor may seem broken at lower levels but more justified at higher.

    This tier will remain greyed out and inaccessible for anyone EXCEPT those who are at a certain level and even then, ONLY get activated when they face opponents at a similar level.

    Similarly, when they face opponents at a significant unbalanced level lower than them, it may even grey out the Tier 3 so they can only play at Tier 2 of certain perks

    Not sure if I’m articulating it well and I can imagine it is heavily dependent on the perks in questions and killers in question but as a general starting idea - I’d be keen for your thoughts.

    Ready to be shot down and morid for making a ridiculous idea but forgive me I’m not advocating for this idea just throwing it out for discussion and analysis by more experienced and intelligent members like you both and others on the forum.

  • So Suupaalf etc can be cited when arguing for nerfing nurse but those guys arent an argument for tweaking survivors?

    Double standard or am i just being a killermain? Lol.

  • @Pulsar said:

    These are literally the best Survivors in the entire world.

    Comparing them to anyone else is actual lunacy.

    You will not find anyone even CLOSE to their level in public games.

    Well i seem to face these best in the world survivors every 2-3 games.

  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401787#Comment_3401787

    Well i seem to face these best in the world survivors every 2-3 games.

    10-7 = 3

    6-3 = 3

    10 and 6 can beat 7 and 3 equally hard. The tournament survivors are the 10, but Im not sure if your survivors are the same.

  • @Pulsar said:

    These are literally the best Survivors in the entire world.

    Comparing them to anyone else is actual lunacy.

    You will not find anyone even CLOSE to their level in public games.

    Yeah, but this kind of person exist!

    You are mandatory to nerf survivor around these four person, it's logic, you silly Pulsar!

  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401787#Comment_3401787

    Well i seem to face these best in the world survivors every 2-3 games.

    I think that's probably untrue.

  • @Raptorrotas said:

    So Suupaalf etc can be cited when arguing for nerfing nurse but those guys arent an argument for tweaking survivors?

    Double standard or am i just being a killermain? Lol.

    Well, Supaalf ran around stomping public games for over 500 games. This video shows people playing in a competitive setting with the best of the best.

    That said, people also said that survivor should be nerfed based on Hens' comp team going for some streak. Which, mind you, didn't last even half the games Alf won, and yet it had team Eternal members in it.

    To be totally transparent, Hens' team did have restrictions while Alf had no such thing. Maybe they could do as much as Alf without restrictions. But ultimately, both are bad examples.

  • This is why ranks were better imo. If you wanted harder games against better players/teams, you could aim for the red/purple ranks. If you didn't play a lot or wanted mixed games, you could aim for rank 10-12. Instead, now you get sweat squads every other week if you did well the previous week. Takes a week of being stomped to find better matches again 😅

  • @SMitchell8 said:

    This is why ranks were better imo. If you wanted harder games against better players/teams, you could aim for the red/purple ranks. If you didn't play a lot or wanted mixed games, you could aim for rank 10-12. Instead, now you get sweat squads every other week if you did well the previous week. Takes a week of being stomped to find better matches again 😅

    I disagree, rank matching was the definition of mixed bag. If ranks were reset further than just 1 color grade (at the tippy top of that color grade, mind you), then maybe, but that ignores the fact you can just breeze your way to rank 1 on both sides in like, a week or two, if you play enough. I'd argue sbmm is a bit more consistent at giving me better teams.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401909#Comment_3401909

    Average.

    Games are for people to enjoy. And you want to make sure the maximum number of players enjoy them.

    If DBD had a big, thriving esports community worth hundreds of thousands of dollars then perhaps it'd be more of an issue.

    But it doesn't, sure there are tournaments but they impose their own restrictions on the games to provide balance. Asymmetric multiplayer games are an absolute nightmare to balance and in all honesty you're never going to make it completely even. Such a tiny pool of games, featuring the absolute best players on the game such as in this video is not an accurate objective look at the game's balance as a whole.

    At the end of the day dbd is at heart a casual game, something for horror fans, people who enjoy something a bit different. Sure some people who play the game take it extremely seriously, but they are a minority, one that could not financially support the game on their own. Rebalancing the game specifically to accommodate the absolute best players in the world it is surv? Not a good idea imo. It could drive away the majority of the player base.

    I've always found these forums extremely elitist. Which is to be expected, forums will be mostly dedicated players. But a lot of people on here forget, survs have a rough time at low and mid mmr. And tbh as killer I have a pretty easy time of things, even against very experienced survivor teams. I'd probably get thrashed by the survs in this video but hey, they are the pinnacle of skill in this game. The kicker is I've only been playing since august last year racked up maybe 25 days playtime, recently some of the survivor teams I've dunked on have had players with 300 DAYs solid play time. Surv requires a extreme amount of technical skill and game knowledge to play well. And even with all that they still barely broke even against deathslinger of all killers, a killer that's been notoriously nerfed and is D tier if I remember correctly? And that was when all restrictions were removed interestingly.

    And, much as I love this game, I don't play it as much anymore, because my regular swf mates eventually lost patience with it because they are fed up with dying all the time as survivors. I have tried to get new people into the game and they have either refused to try the game at all because the learning curve is reputedly brutal, or tried it and given up after 48 hours playtime because they died 20 games in a row. That is not a trend that should be encouraged. What the Devs should focus on is making the game more accessible for new players. Improve the tutorials to let newer players know things like how to loop, ones that explain each killer power, killer instinct etc.

    If you read my post above, let me know what your changes will be to nerf sadako and bring her more in line with balanced killers like spirit, and which ways you are going to buff the nurse who is by far the worst killer in the game, and blight as well who is pretty far down there with trapper.


    You may think i am joking, but if you truly believe we should balance around average players, the data shows this very thing. So if you believe this, then stick to it.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401960#Comment_3401960

    Cenobite - His Possessed Chains should do more and his Box should do less.

    Sadako - The Condemned playstyle needs to go, in return, lower the TP cooldown to TV's from 100 seconds to 60.

    Wesker - Infection should be paused post-unhook until a Survivor does a Conspicuous Action.

    Freddy - Honestly, he needs another rework, we all know that.

    Nurse - She needs to be less punishing to pick up and learn.

    Trickster - Make him playable on Console. Let him hold Main Event.

    Hillbilly - Rework his collision. Give him his old add-ons, minus insta-saw.

    Demogorgon - Ideally, let me rework him. If not, increase Shred's Range and increase his Portal Travel Speed.

    Doctor - Reduce Shock Detonation slightly.

    Trapper - Make Traps spawn with X meters of the center of the map. No more Traps in Narnia.

    Blight - Make him slightly easier to pick up and play. Reduce his cooldown from timing out during a Slam?

    Twins - Make Charlotte able to recall Victor after 20 seconds.

    Deathslinger - Reduce his TR back to it's old value.

    Huntress - Reduce Lullaby to 40 meters.

    Points for at least sticking to your convictions that we should balance around average players at least. Most people try to weasel their way out of the argument somehow when i point out that nurse is by far the worst killer in the game when you look at average players and she needs massive buffs, and that sadako needs nerfs given that it is pretty "known" that nurse is actually the best killer in the game, and sadako is super bottom tier outside of the 1 playstyle.


    I will say i disagree that we should balance FOR average players. Any competitive game with an longevity never balances for the average players, they balance for TOP tier players, while keeping in mind that low tier players exist. One of my favorite examples is this video, i put the timestamp at the part that i think is most relevant here, but the whole video is worth a watch.


    Now the general question though is, why would you balance for top tier players? Because they are the ones who are going to exploit something to its fullest. Look at games like League of Legends for example. If a top tier player exploits some champion to their fullest and is able to just dominate every game with them, low tier players will see that and emulate them. Yeah, they might not be as mechanically good at it as they are. But generally, they are still going to be giving themselves a massive advantage playing some broken thing when playing with their peers. Additionally, it gives you something to strive for and makes mastery of the game worth it.


    Why sink thousands of hours into the game, if at the highest level the game's balance is a complete joke? There isn't any point in dedicating time to it. Sure maybe you get people to come in, play for 30 or 40 hours and then leave, but you want to encourage that longevity. The people who stick around stream the game, and bring in new players, they make content for it, and they keep the game alive. They tell their friends about it, and play games with them, bringing in new players, and new revenue, and the cycle continues. But if the game isn't worth sticking around for, people won't do that, and you'll always be cycling in players who play for <100 hours, and then cycle out. Eventually you, run out of players, and your game will die.


    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s


  • @Yippiekiyah said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401787#Comment_3401787

    Well i seem to face these best in the world survivors every 2-3 games.

    You definitely aren’t facing Team Eternal or any top tier survivors often. You’re just not as good a killer as you think. And you’re certainly not good enough to face them.

  • @Ayodam said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402139#Comment_3402139

    You definitely aren’t facing Team Eternal or any top tier survivors often. You’re just not as good a killer as you think. And you’re certainly not good enough to face them.

    You don't have to be the "best in the world" to be doing this kind of stuff though. Nothing they did in the video was particularly special. Its simply, just doing gens and being efficient with time. There wasn't any super crazy play, or dodge that suddenly made everyone go "OOOOOOH MAN!!! THAT WAS CRAZY" or anything like that. And if you disagree, timestamp me a video in comp play where a top tier survivor team did some crazy thing that your typical player wouldn't be able to also do.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402420#Comment_3402420

    You don't have to be the "best in the world" to be doing this kind of stuff though. Nothing they did in the video was particularly special. Its simply, just doing gens and being efficient with time. There wasn't any super crazy play, or dodge that suddenly made everyone go "OOOOOOH MAN!!! THAT WAS CRAZY" or anything like that. And if you disagree, timestamp me a video in comp play where a top tier survivor team did some crazy thing that your typical player wouldn't be able to also do.

    You also aren’t facing Team Eternal or survivors of that echelon. Lol.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401976#Comment_3401976

    Points for at least sticking to your convictions that we should balance around average players at least. Most people try to weasel their way out of the argument somehow when i point out that nurse is by far the worst killer in the game when you look at average players and she needs massive buffs, and that sadako needs nerfs given that it is pretty "known" that nurse is actually the best killer in the game, and sadako is super bottom tier outside of the 1 playstyle.

    I will say i disagree that we should balance FOR average players. Any competitive game with an longevity never balances for the average players, they balance for TOP tier players, while keeping in mind that low tier players exist. One of my favorite examples is this video, i put the timestamp at the part that i think is most relevant here, but the whole video is worth a watch.

    Now the general question though is, why would you balance for top tier players? Because they are the ones who are going to exploit something to its fullest. Look at games like League of Legends for example. If a top tier player exploits some champion to their fullest and is able to just dominate every game with them, low tier players will see that and emulate them. Yeah, they might not be as mechanically good at it as they are. But generally, they are still going to be giving themselves a massive advantage playing some broken thing when playing with their peers. Additionally, it gives you something to strive for and makes mastery of the game worth it.

    Why sink thousands of hours into the game, if at the highest level the game's balance is a complete joke? There isn't any point in dedicating time to it. Sure maybe you get people to come in, play for 30 or 40 hours and then leave, but you want to encourage that longevity. The people who stick around stream the game, and bring in new players, they make content for it, and they keep the game alive. They tell their friends about it, and play games with them, bringing in new players, and new revenue, and the cycle continues. But if the game isn't worth sticking around for, people won't do that, and you'll always be cycling in players who play for <100 hours, and then cycle out. Eventually you, run out of players, and your game will die.

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    Funnily enough, I was also involved in TF2 way back when.

    Here's the issue. DBD isn't TF2.

    If you balance the game around competitive play, the game WILL die. The kill rates show that the average Survivor isn't very good. If you buff Killers to be able to deal with comp SWF's, every single one of those players will quit since their matches will be completely hopeless.

    You can balance for the top %. You can take their opinions and struggles into account, for sure. You can't make the game about them though. That's a quick way to make sure there isn't a game anymore.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402416#Comment_3402416

    Funnily enough, I was also involved in TF2 way back when.

    Here's the issue. DBD isn't TF2.

    If you balance the game around competitive play, the game WILL die. The kill rates show that the average Survivor isn't very good. If you buff Killers to be able to deal with comp SWF's, every single one of those players will quit since their matches will be completely hopeless.

    You can balance for the top %. You can take their opinions and struggles into account, for sure. You can't make the game about them though. That's a quick way to make sure there isn't a game anymore.

    See, and this is where you misunderstand the whole point.


    Why can't we do both? Why can't we make the game more fair at the high level for killers, while making it better for survivors at the low level? You already admit to yourself that "kill rates show the average survivor isn't very good" i see their gameplay as being just as important as the top level players. So why can't we fix both?


    For example, lets look at some stuff

    What are some of the things low skill survivors do that high level players don't do:

    1. They group together on gens because they are afraid of separatin
    2. They aren't very good at looping and tend to waste god pallets/setups too quickly
    3. They don't know how to deal with camping killers.
    4. They spend too much time doing things that aren't relevant to the objective (I.E. Dull totems, searching chests for items)

    What are some things we can do to make these things better while balancing high level play?

    1. Make it so survivors grouping up together is actually a good thing. The reason its bad is because it is less efficient. When grouped you do generators "Faster" yes, but at a 15% efficiency penalty per survivor. On top of that, it allows the killer to pressure multiple survivors. But in high level play, survivors split up, and this actually makes it really hard for the killer to get a footing and will almost always result in the killer losing 3+ gens in their first chase. But, if gens were actually SLOWER/less efficient when solo, but MORE efficient and faster together, it would actually make the low tier survivors be stronger because they already group up, and it will fix things a bit at the high level because now survivors HAVE to group up, allowing killers to pressure more survivors at once and slow the game down easier.
    2. Why are there even "god" pallets to begin with. What if every pallet was about as strong as a pallet gym? Where every single pallet is mindgameable in some way, then you can add more of them. Instead of spawning a map with 10 pallets, 3 of which are god pallets that are crucial for high level survivors, why not spawn 16 or 20 pallets and every single one is completely mindgamable by the killer? Low MMR survivors, aren't going against killers who can do crazy mindgames anyway so it would actually buff them quite a bit because now they are punished much less for "wasting" pallets. Where now high level players actually have to win mind games in order to be "safe" they can't just have godly setups. Because low tier survivors aren't using those godly setups effectively.
    3. What if camping was removed from the game completely and made impossible. Simplest fix would be to make hooks work like PH, if you are too close they respawn somewhere else. There are plenty of other things they can do. But hard camping is rarely effective in high level play anyway so it wouldn't affect them as much.
    4. What if chests actually gave items that were worth something. Maybe instead of chests being completely random, have them have some kind of icon or something on the outside so you know what is in it. Or maybe have chests have different "tiers" so if you do a "brown" one you get a brown item, but a purple one contains a purple item maybe with some crazy addons. Basically though, do something to make them worthwhile, maybe the items found in chests are twice as effective/have twice the charges?

    These are just some simple ideas, but the general point remains the same. Why can't we do both?

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402444#Comment_3402444

    See, and this is where you misunderstand the whole point.

    Why can't we do both? Why can't we make the game more fair at the high level for killers, while making it better for survivors at the low level? You already admit to yourself that "kill rates show the average survivor isn't very good" i see their gameplay as being just as important as the top level players. So why can't we fix both?

    For example, lets look at some stuff

    What are some of the things low skill survivors do that high level players don't do:

    1. They group together on gens because they are afraid of separatin
    2. They aren't very good at looping and tend to waste god pallets/setups too quickly
    3. They don't know how to deal with camping killers.
    4. They spend too much time doing things that aren't relevant to the objective (I.E. Dull totems, searching chests for items)

    What are some things we can do to make these things better while balancing high level play?

    1. Make it so survivors grouping up together is actually a good thing. The reason its bad is because it is less efficient. When grouped you do generators "Faster" yes, but at a 15% efficiency penalty per survivor. On top of that, it allows the killer to pressure multiple survivors. But in high level play, survivors split up, and this actually makes it really hard for the killer to get a footing and will almost always result in the killer losing 3+ gens in their first chase. But, if gens were actually SLOWER/less efficient when solo, but MORE efficient and faster together, it would actually make the low tier survivors be stronger because they already group up, and it will fix things a bit at the high level because now survivors HAVE to group up, allowing killers to pressure more survivors at once and slow the game down easier.
    2. Why are there even "god" pallets to begin with. What if every pallet was about as strong as a pallet gym? Where every single pallet is mindgameable in some way, then you can add more of them. Instead of spawning a map with 10 pallets, 3 of which are god pallets that are crucial for high level survivors, why not spawn 16 or 20 pallets and every single one is completely mindgamable by the killer? Low MMR survivors, aren't going against killers who can do crazy mindgames anyway so it would actually buff them quite a bit because now they are punished much less for "wasting" pallets. Where now high level players actually have to win mind games in order to be "safe" they can't just have godly setups. Because low tier survivors aren't using those godly setups effectively.
    3. What if camping was removed from the game completely and made impossible. Simplest fix would be to make hooks work like PH, if you are too close they respawn somewhere else. There are plenty of other things they can do. But hard camping is rarely effective in high level play anyway so it wouldn't affect them as much.
    4. What if chests actually gave items that were worth something. Maybe instead of chests being completely random, have them have some kind of icon or something on the outside so you know what is in it. Or maybe have chests have different "tiers" so if you do a "brown" one you get a brown item, but a purple one contains a purple item maybe with some crazy addons. Basically though, do something to make them worthwhile, maybe the items found in chests are twice as effective/have twice the charges?

    These are just some simple ideas, but the general point remains the same. Why can't we do both?

    I don't believe it is possible to balance around both the average player and the high-level player.


    You have to commit to one or the other. Using an example you mentioned, Nurse. Kill Rates would have us believe that Nurse needs extensive buffs in order to compete with the rest of the Killers. Tournaments have taught us that she needs nerfs in order to be brought in line with the rest of the cast.

    We cannot both buff Nurse's power and nerf her power at the same time. We have to commit, one way or the other. BHVR chose to prioritize the high-level play on that one.

  • @Pulsar said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402505#Comment_3402505

    I don't believe it is possible to balance around both the average player and the high-level player.

    You have to commit to one or the other. Using an example you mentioned, Nurse. Kill Rates would have us believe that Nurse needs extensive buffs in order to compete with the rest of the Killers. Tournaments have taught us that she needs nerfs in order to be brought in line with the rest of the cast.

    We cannot both buff Nurse's power and nerf her power at the same time. We have to commit, one way or the other. BHVR chose to prioritize the high-level play on that one.

    Yes you can, the main problem is she is hard to play, they could make her easier to play mechanically while reducing the effectiveness of her power.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401926#Comment_3401926

    Alright then, so we balance around and for average skill players. Based on that, we need to take a look at the statistics for the AVERAGE player base and see which killers need buffs and nerfs based on that. And if you believe this statement that we should balance around and for the average skill players, that means, that based on the latest statistics we have for kill rates, we need to:

    The following killers are slightly overtuned and need to be nerfed:

    • Cenobite
    • Sadako
    • Wesker
    • Freddy

    The following killers are REALLY underpowered and need MASSIVE buffs:

    • Nurse (by far the worst killer in the game)
    • Trickster
    • Hillbilly
    • Demogorgon
    • Doctor

    The following killers are slightly underpowered and need some slight buffs:

    • Trapper
    • Blight
    • Twins
    • Deathslinger
    • Huntress

    And the rest are probably fine within a +/- 2% kill rate.

    So, what major buffs do you think we need to do to pump up the numbers of nurse and blight so they have a higher kill rate. And what changes do you think should be made to Sadako to bring her more in line with some of the more balanced killers like spirit?

    All joking aside, by now you are probably realizing my point right?

    I know that you're trying to tell that "winrates do not tell the truth" but the stats are actually surprisingly accurate when you factor in pickrate. Imo it's your way to interpret stats that is very misleading.

    Nurse winrate is 52%, ie. still above 50%. That's not "MASSIVELY UNDERPOWERED" at all, you realize she still wins more than she loses right.

    If you look at pickrates you'll actually realize Nurse has among the best pickrates in the game ( 5.4% pickrate vs 3.4% for the average killer) and especially the highest pickrate at high MMR (6.1%). Note: Wesker does not count at the timing of these stats coincides with the RE chapter release.

    You should always look at pickrate when looking at winrates. It is very naive to look at winrates alone, especially in a game where half the killers cost money.

    Do you notice how:

    • 4/4 of your "slightly overpowered" killers are paid ones ?
    • 9/10 of your "underpowered" killers are free ones?

    Usually you should look at pickrates and winrates combined. Nurse has 2 to 3 times higher pickrate than Freddy, Sadako, Cenobite, so comparing Nurse vs. Sadako on a 10% winrate difference is completely irrelevant. If 1/10th of Nurse players happen to be new with her - which makes sense since she's one of the default killers available completely for free - then that alone would likely explain the winrate difference.

    The stats don't show that Nurse is underpowered at all. She has among the best pickrates in the game consistently, especially at high MMR (most picked killer with higher than average winrate). This seems to indicate that Nurse is strong at high MMR and weak at average MMR, which confirms common knowledge.

    Demo has one of the worst winrates despite being a licensed killer, with 2x lower pickrate than most other licensed killers. Considering he's not available anymore, the low pickrate is expected, but it also means that only veteran players play him and so we would expect a very high winrate, yet, he has only 56%. So he might be the actual weakest killer in the game. (Twins and Trickster are candidates too, maybe also Billy and Trapper.)

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402420#Comment_3402420

    You don't have to be the "best in the world" to be doing this kind of stuff though. Nothing they did in the video was particularly special. Its simply, just doing gens and being efficient with time. There wasn't any super crazy play, or dodge that suddenly made everyone go "OOOOOOH MAN!!! THAT WAS CRAZY" or anything like that. And if you disagree, timestamp me a video in comp play where a top tier survivor team did some crazy thing that your typical player wouldn't be able to also do.

    If it wasn't particularly special, the global kill rate at the top 5% MMR wouldn't be ~60% for all killers. You having unrealistic expectations of what top level survivor play looks like doesn't make it any less impressive. You seem to have an expectation of pub juker 9000 plays, but players typically don't try it because it doesn't work against a comp level killer and you'll throw a game doing it. And you don't seem to appreciate the macro aspect of it. There would be a whole lot more parity at the competitive level if it was easy. But it's the same 4 or 5 teams at the top consistently. So it's either easy but nobody cares to win money, or it's tougher than you're giving it credit for.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402060#Comment_3402060

    If you read my post above, let me know what your changes will be to nerf sadako and bring her more in line with balanced killers like spirit, and which ways you are going to buff the nurse who is by far the worst killer in the game, and blight as well who is pretty far down there with trapper.

    You may think i am joking, but if you truly believe we should balance around average players, the data shows this very thing. So if you believe this, then stick to it.

    Instead of addressing my actual point, you're diverting the conversation. A tongue in cheek exaggeration doesn't prove your point.

    We weren't talking about individual killer balance, which killers were strong or weak or anything. You were complaining that survivors are too powerful, and your evidence is a tiny sample of the very very very top end of the game. And that is a flawed sample. And tbh your evidence showed that a d tier killer, skillfully played could compete with absolute best survivors.

    "When are people going to realize that we desperately need to do something about the kinds of things survivors can do and how difficult it is to even get a single hook against good survivors?"

    ^^ this directly implies that the survivor role needs to be weaker. I'm saying that is absolutely not the case. You balance for an even game around the top 1% then you shaft the bottom 99%. Because this is not, by it's very definition, an even game. I'd like to see you respond to that point without hyperbole pls.

    This argument seems even more silly because tournaments can balance themselves. Why change game balance at a fundamental level when you can simply impose rules? No duplicate perks, no add ons etc to create an even match. No need to mess up the low-mid mmr games.

    And outside of tournament? Yh some highish-mid mmr killers will be unlucky enough to get matched with these guys and get rofl stomped by them. But not often enough to affect them unduly. Anyone who is getting consistently and repeatedly smashed as killer is in the wrong mmr bracket and has probably been using lazy tactics to 4k numerous mid teams and solo q lobbies. Suddenly they are seeing sweaty survs well above their skill level? They either get better or drop mmr. And tbh they've been sweating 4ks by any means necessary? No reason why they shouldn't play survs with the same attitude.

    Meanwhile getting repeatedly smashed as survivor seems to be acceptable in your eyes.

  • @Saiph said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3401960#Comment_3401960

    I know that you're trying to tell that "winrates do not tell the truth" but the stats are actually surprisingly accurate when you factor in pickrate. Imo it's your way to interpret stats that is very misleading.

    Nurse winrate is 52%, ie. still above 50%. That's not "MASSIVELY UNDERPOWERED" at all, you realize she still wins more than she loses right.

    If you look at pickrates you'll actually realize Nurse has among the best pickrates in the game ( 5.4% pickrate vs 3.4% for the average killer) and especially the highest pickrate at high MMR (6.1%). Note: Wesker does not count at the timing of these stats coincides with the RE chapter release.

    You should always look at pickrate when looking at winrates. It is very naive to look at winrates alone, especially in a game where half the killers cost money.

    Do you notice how:

    • 4/4 of your "slightly overpowered" killers are paid ones ?
    • 9/10 of your "underpowered" killers are free ones?

    Usually you should look at pickrates and winrates combined. Nurse has 2 to 3 times higher pickrate than Freddy, Sadako, Cenobite, so comparing Nurse vs. Sadako on a 10% winrate difference is completely irrelevant. If 1/10th of Nurse players happen to be new with her - which makes sense since she's one of the default killers available completely for free - then that alone would likely explain the winrate difference.

    The stats don't show that Nurse is underpowered at all. She has among the best pickrates in the game consistently, especially at high MMR (most picked killer with higher than average winrate). This seems to indicate that Nurse is strong at high MMR and weak at average MMR, which confirms common knowledge.

    Demo has one of the worst winrates despite being a licensed killer, with 2x lower pickrate than most other licensed killers. Considering he's not available anymore, the low pickrate is expected, but it also means that only veteran players play him and so we would expect a very high winrate, yet, he has only 56%. So he might be the actual weakest killer in the game. (Twins and Trickster are candidates too, maybe also Billy and Trapper.)

    The devs are balancing for a 60% kill rate. So thats your baseline. I dunno why it is, but that's what they chose. And pick rates doesn't show what you think it does. Just because something is picked more doesn't mean its going to immediately change the stats.

  • @Reinami said:

    https://www.youtube.com/watch?v=R2PzvdWGuMg

    When are people going to realize that we desperately need to do something about the kinds of things survivors can do and how difficult it is to even get a single hook against good survivors?

    Kek, we literally had a thread about people like you last week involving this video. This community is so predictable.

  • @HoodedWildKard said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402414#Comment_3402414

    Instead of addressing my actual point, you're diverting the conversation. A tongue in cheek exaggeration doesn't prove your point.

    We weren't talking about individual killer balance, which killers were strong or weak or anything. You were complaining that survivors are too powerful, and your evidence is a tiny sample of the very very very top end of the game. And that is a flawed sample. And tbh your evidence showed that a d tier killer, skillfully played could compete with absolute best survivors.

    "When are people going to realize that we desperately need to do something about the kinds of things survivors can do and how difficult it is to even get a single hook against good survivors?"

    ^^ this directly implies that the survivor role needs to be weaker. I'm saying that is absolutely not the case. You balance for an even game around the top 1% then you shaft the bottom 99%. Because this is not, by it's very definition, an even game. I'd like to see you respond to that point without hyperbole pls.

    This argument seems even more silly because tournaments can balance themselves. Why change game balance at a fundamental level when you can simply impose rules? No duplicate perks, no add ons etc to create an even match. No need to mess up the low-mid mmr games.

    And outside of tournament? Yh some highish-mid mmr killers will be unlucky enough to get matched with these guys and get rofl stomped by them. But not often enough to affect them unduly. Anyone who is getting consistently and repeatedly smashed as killer is in the wrong mmr bracket and has probably been using lazy tactics to 4k numerous mid teams and solo q lobbies. Suddenly they are seeing sweaty survs well above their skill level? They either get better or drop mmr. And tbh they've been sweating 4ks by any means necessary? No reason why they shouldn't play survs with the same attitude.

    Meanwhile getting repeatedly smashed as survivor seems to be acceptable in your eyes.

    So repeatedly getting smashed as killer because you went against a high mmr 4 stack is completely acceptable? If you think that is the case, then you truly are biased and beyond hope. At that point, why not just make the killer an NPC and make everyone happy?


    But better still, you are assuming i think survivors need to be weaker in a way that hurts low level players. Watch the clip in this video here talking about the "Base Jumper" item in TF2. I timestamped the clip, it goes for about a minute.


    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s


    This right here is exactly what i am talking about. Now think about how you can get some crazy setups in this game, or certain main buildings that are just nuts in the hands of good survivors. You can have crazy windows spawn into pallet gyms, into shack, into unmindgameable god pallet setups. And with just 1 or 2 pallets these top tier survivors can waste so much of a killer's time. So why not nerf these things?


    These low mmr survivors aren't using these things like this to begin with. If you nerf these crazy setups, you aren't going to be hurting these low mmr survivors, because they don't even know how to effectively use these setups anyway, and they just drop the pallet immediately and run off and probably get hit anyway then go self care in a corner for 60 seconds.


    On the flip side, everyone seems to admit that low mmr survivor play is miserable. So, nerf these godly setups, and add more pallets to the map. You'll "Nerf" survivors at high mmr by nerfing their ability to waste a killers time to the point where you literally don't even bother chasing them if they go into certain parts of a map (looking at you fun bus, or asylum main building) because if you even take a single chase there against a good survivor, you are completely throwing the game away because they can easily run you for 5 gens. But, in turn, you'll also make the game better for the low mmr survivors. Killers in low MMR aren't doing crazy mindgames at every single pallet, nor have the skills necessary to exploit the weaknesses of these weaker tiles on these lower skilled players.


    If we are going to say that "its ok because these players play in tournaments and not in regular queue" that is entirely untrue. You can often see hens and his team/friends play in pub games in order to create content and videos and stream. If you want to make that argument, then those player should not be allowed to play in pub queues at all.


    And the worst part about it is, nobody has been able to show me a video of these types of things being relegated to ONLY THE BEST SURVIVORS IN THE WORLD. Nothing they do in these videos or tournaments is anything that special outside of heavy communication and organization. There isn't any crazy mechanical skill they are doing that couldn't easily be learned by most players after playing for 50 hours.

  • @Emoba said:

    https://forums.bhvr.com/dead-by-daylight/discussion/372464/another-day-another-set-of-games-with-top-tier-survivors

    Kek, we literally had a thread about people like you last week involving this video. This community is so predictable.

    So you aren't going to make any kind of constructive comment? Just spew some "kek" which kinda shows the type of person you are. Maybe stick to "That site" where those kind of terms come from.

  • @Reinami said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3402722#Comment_3402722

    So repeatedly getting smashed as killer because you went against a high mmr 4 stack is completely acceptable? If you think that is the case, then you truly are biased and beyond hope. At that point, why not just make the killer an NPC and make everyone happy?

    But better still, you are assuming i think survivors need to be weaker in a way that hurts low level players. Watch the clip in this video here talking about the "Base Jumper" item in TF2. I timestamped the clip, it goes for about a minute.

    https://www.youtube.com/watch?v=X1p42KtZOCw&t=203s

    This right here is exactly what i am talking about. Now think about how you can get some crazy setups in this game, or certain main buildings that are just nuts in the hands of good survivors. You can have crazy windows spawn into pallet gyms, into shack, into unmindgameable god pallet setups. And with just 1 or 2 pallets these top tier survivors can waste so much of a killer's time. So why not nerf these things?

    These low mmr survivors aren't using these things like this to begin with. If you nerf these crazy setups, you aren't going to be hurting these low mmr survivors, because they don't even know how to effectively use these setups anyway, and they just drop the pallet immediately and run off and probably get hit anyway then go self care in a corner for 60 seconds.

    On the flip side, everyone seems to admit that low mmr survivor play is miserable. So, nerf these godly setups, and add more pallets to the map. You'll "Nerf" survivors at high mmr by nerfing their ability to waste a killers time to the point where you literally don't even bother chasing them if they go into certain parts of a map (looking at you fun bus, or asylum main building) because if you even take a single chase there against a good survivor, you are completely throwing the game away because they can easily run you for 5 gens. But, in turn, you'll also make the game better for the low mmr survivors. Killers in low MMR aren't doing crazy mindgames at every single pallet, nor have the skills necessary to exploit the weaknesses of these weaker tiles on these lower skilled players.

    If we are going to say that "its ok because these players play in tournaments and not in regular queue" that is entirely untrue. You can often see hens and his team/friends play in pub games in order to create content and videos and stream. If you want to make that argument, then those player should not be allowed to play in pub queues at all.

    And the worst part about it is, nobody has been able to show me a video of these types of things being relegated to ONLY THE BEST SURVIVORS IN THE WORLD. Nothing they do in these videos or tournaments is anything that special outside of heavy communication and organization. There isn't any crazy mechanical skill they are doing that couldn't easily be learned by most players after playing for 50 hours.

    "And the worst part about it is, nobody has been able to show me a video of these types of things being relegated to ONLY THE BEST SURVIVORS IN THE WORLD. Nothing they do in these videos or tournaments is anything that special outside of heavy communication and organization. There isn't any crazy mechanical skill they are doing that couldn't easily be learned by most players after playing for 50 hours."



    You've essentially just said that Team Eternal has no skill and anyone could do what they do.


    Yeah, I think every reasonable person can agree that you've managed to find the worst takes. I don't think a single person has even remotely agreed with you. Maybe, instead of continuing to double-down, you should think about WHY several people (some of which, iirc, have comp experience) have vehemently disagreed with you.

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