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Peanits

Peanits

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Peanits
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  • @Hoodied said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246077#Comment_3246077

    I’m just gonna take my copium with the “for the time being” and “though it would be very nice to have some day”

    Not too shut off the copium supply, but I promise you that I'm not teasing anything. But as someone who's currently using my phone because my internet is out, I definitely agree on a personal level that it would be nice to play against bots right now.

  • @jajay119 said:

    https://forum.deadbydaylight.com/en/discussion/352602/question-about-the-bots

    I don't think the intention is to be able to play against all bots, but rather have one replace a killer/survivor who DCs so it's not a ruined match. If that's the case then probably not.

    Bots are only available in custom matches for now. You can play against a whole team of bots, or just fill in the empty slots when playing with friends.

  • You would still need an internet connection in order to reach the main menu, so unfortunately playing against bots offline is not possible for the time being (though it would be very nice to have some day)

  • @Jangles said:

    https://forum.deadbydaylight.com/en/discussion/comment/3246033#Comment_3246033

    Hi @Peanits

    Is there any plans or ideas to add this buffer to other validations like dead hard or pallet stuns. Something similar along the lines. I don't know if im going insane or not, but recently I have been struggling to hit pallet stuns and dead hard consistently. Other people I have spoken to have mentioned something similar. chur.

    Not at the moment. The tricky thing with those are that they are all race conditions, meaning the server needs to resolve an issue between two conflicting pieces of info.

    To take Dead Hard as an example, the Killer sees themself hitting and downing you, but you see yourself Dead Hard first. Both cannot be true, so the server has to step in and check the timestamps to see which actually happened first. Adding a buffer in this case might make it feel better on your end, but it would make the outcome objectively less fair at the expense of Killers.

    Meanwhile for flashlights, there's no conflicting info. Either you blind in time or you don't. This only affects how it feels to use.

  • @Laluzi said:

    I love the look of a lot of this, including the kibosh on locker saves and the cheats they patched out. But I'm concerned about that flashlight blind buffer. Is it making it so that if you get blinded a little early, you still get the save, or is it making it so that you're still vulnerable for part of a second after you finish the pickup and have the ability to look away? I'd be okay with the former but not the latter (and the former is still a bit problematic when it comes to survivors who were already good at the blind anyway.)

    It's the former. If you're late, you're late, no blind for you. It doesn't make a huge difference for folks who already have the timing down- they'll nail the saves anyway. But it does make flashlights easier for a newer player to learn, and it makes up for the inability to adjust your timing since the cooldown was added.

  • @Jarky said:

    Like (almost) everything in this update. Not sure how the 0.25 second buffer will feel as a killer but I'll have to try it out and see. It's easy enough to bait out a flashlight save/face an object so I'm not overly concerned, more about how responsive it will feel.

    Changes to anti-cheats are great though, and I enjoy testing things so the bots are gonna be a huge help. Also loving the look of that basement.

    To give some insight here, the survivor still needs to be at that "middle step" of the pickup animation (before the Killer hoists them onto their shoulder) when you start the blind for the save to work, it just doesn't have to be the exact right frame anymore. Any earlier and it still won't blind, any later and the Killer can still turn away.

    As a Killer, it's almost too short to notice. Since the blind VFX fade in, it's hard to tell if the blind was on time or buffered in most cases.

  • If I understand this correctly, you saw yourself hitting the Survivor (blood splatters and all), but they didn't take damage?

    If so, it sounds like the hit was rejected by hit validation. If you connection is slow (even if it just hiccups for a second), you could see something different than the Survivor due to latency. In your case, you see yourself closer to them and within hitting range, but they see themselves further from you and safely out of hitting range. When this happens, the server steps in as the authority and checks to see where each of you were when the hit took place. If you were too far, the hit gets rejected and the Survivor does not take damage.

    This should be very rare in most cases, but if it's happening frequently, there may be an issue with your connection. You should see a small indicator appear to let you know if that's the case.

  • Others have beat me to it already, but simply increasing movement speed would have a significant effect on loops. Pallets that are safe suddenly become unsafe and pallets that are already unsafe become more or less worthless. You'd have to make quite a few changes elsewhere for that to work.

    But as to whether or not it would make chases feel more intense, it's hard to say since that's highly subjective. Probably the most tense moments for me are when you're running for a window and the Killer's closing in on you, and you're not quite sure if you'll make it in time. In that case, faster move speeds would shorten the time that I'm thinking, "Do I make it?", so it might even be less intense.

  • @Shroompy said:

    https://forum.deadbydaylight.com/en/discussion/comment/3237734#Comment_3237734

    "one small part of the world"

    When it comes to gaming, Canada isnt just "a small part of the world". Im sure you wouldnt consider Ubisoft a small company even when comparing them to any other gaming studio around the world. (which as far as Im aware, is their only competition in Canada)

    And why would I answer the questions when you already know the answer? Of course DbD is their biggest success, but again no gaming studio puts all their eggs in one basket. Just a quick google search shows that BHVR as a whole has roughly 900 employees, and only about 100 of which work on DbD. (its not like DbD is failing either, and doesnt look like its going to any time soon) This shows they have more than enough wiggle room to experiment with new projects and potential big releases to expand even further. Which was shown to be something their doing with the last BHVR Beyond Livestream a few months back.

    I don't have the exact numbers handy, but I can confirm that there's significantly more than 100 people work on DBD.

  • There seems to be some confusion going on it here, so hopefully I can clear some things up.

    First: BHVR has a separate division that does work for hire (developing or assisting with development of games for other companies). This is a big part of the company and always has been. Folks aren't being pulled off of DBD to go work on these projects en masse, each division has their own staff and bandwidth to budget. The DBD team is still growing, even.

    Second: BHVR takes work life balance very seriously. Working 7 day weeks would be out of the question. As for having different shifts working different days, while I'm sure this is possible, I'm not quite sure how effective this would be. Game development is a highly collaborative process, people need to discuss things with their coworkers in order to get their work done. If the person/people you need to talk to aren't there that day, things are bound to slow down. But even beyond that, the saying "too many cooks" comes to mind. Throwing more people at a problem doesn't always mean that you'll solve it sooner. There's a very real chance that the chaos of more people poking around something does more harm than good.

    That said, there is a small crew of people who are on call in case of emergencies (e.g. the servers go down), but not for minor bugs. I don't want to turn this into a long rant, but in short, the video games industry does not have a great track record for working conditions, and I cannot in good faith advocate for taking people away from their families and forcing them to work weekends over minor issues.

    TLDR: This will have zero impact on DBD, the DBD team is still growing, and we do have a team available in case of emergencies on the weekend.

  • @Ryuhi said:

    https://forum.deadbydaylight.com/en/discussion/comment/3236854#Comment_3236854

    Its kinda of weird seeing a sanctioned response both acknowledging the efficiency cap dilemma and suggesting a killer to sandbag themselves in order to not get put into higher MMR (and thus avoid more limiting playstyles.) Those are both issues that can and should be addressed by the balance team, and yet the time-to-first-kill is even more important than it was before the meta shakeup and a similar acknowledgement.

    Edit: To add to what he was saying, though, strategies like tunneling require high efficiency to offset the factors that were mentioned. If you try to tunnel a bad player you will secure the 1v3 before too much damage has been done, but if you make the wrong choice then it loses you the game as posited.

    For what it's worth, I'm not suggesting you sandbag yourself to avoid a high MMR. If you want to do whatever it takes to win and try to raise your invisible number as high as possible, go nuts, you do you. But if you just want to relax and have fun, then introducing strategies that you don't find fun into your playstyle just so you can win is a bad idea. Trying to raise your rating and playing casually are two things that are counterproductive in any game.

    But if someone does want to be the very best and climb to the top? Go for it. Use all the best tools you have at your disposal and play to win. Some people find that fun, others don't. I simply wouldn't suggest it to folks who don't.

  • I won't tell you how to play, but against an actual good group, that strategy can and will backfire very easily. The start of the match is by far the most important time for Killers. All four Survivors are healthy and have nothing to do but generators. You need to give them some reason to get off the gens and go save each other. If you decide to tunnel one guy at the start of the match, the other three healthy Survivors can go back to doing the only thing that they can: Generators. If they really are co-ordinated, the Survivor being tunneled can even run by the generators to let their friends take a hit for them and prolong the chase.

    A 3v1 will make generators go much slower, yes, but only if there's generators left to defend. Ignoring an average group that are bumbling around the map wasting time might work, but a good group is going to get right back on gens unless you give them a reason not to.

    That said, as others have mentioned, play the way you want to play. If you throw fun out the window and play purely to win, you'll just end up against tougher and tougher opponents until your strategy stops working, at which point you won't be winning very often and playing in a way you don't enjoy.

  • Wraith would be my go to suggestion. He's free and very simple to wrap your head around. Cloak to be invisible and move fast, uncloak to get a big speed boost and attack people. Simple as that. Whether you're using it to sneak up and get an easy first hit or to move around the map faster, there's really no wrong way to use his power.

    That way, you can focus on things like chasing and finding Survivors without worrying about how to use your power efficiently as well.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233985#Comment_3233985

    Looking at gameplay? What gameplay please? I would like to know what gameplays you were watching which lead to these decisions.

    And why are you not revealing these more detailed datas to the community? Why give us 2 charts instead of all the data you used to make those decision?

    We are all smart and capable of analysing huge and complex datas. Just share them and we can make our own conclusions and "paint a full picture" as you said

    Again, I'd suggest reading the Developer Updates for more explanations, but to use generator times as an example, there was a very clear trend of slowdown perks being used. Watching countless streams, videos, and even playing the game, it was clear that generators could often fly by unless the Killer had some way to slow them down. Even among the feedback we received, it was very common for people to ask for slower repairs. On the data side of things, we can see average match lengths, even compare matches where a perk is used compared to matches where it is not. All these sources play a role in those decisions.

    As for the more detailed data, the issue isn't whether or not you'd be able to comprehend it, it's displaying the data in a way that a person can actually read. We have all sorts of interactive dashboards that can show us things like how a Killer perks across skill ranges along with their popularity. The issue is: You cannot read it as a simple JPG. Even if we're just looking at Killers, you'll have around 30 lines crossing over each other, making it impossible to make any sense of. Our tools allow us to focus on a single (or handful) of data points because they are interactive, but a JPG does not.

    All that said, even then data does not show a full picture. I cannot stress this enough, just because your experiences with something don't line up with the numbers doesn't mean it's invalid. Numbers can show you where a problem might be, but they are absolutely not the only thing you should use to backup your arguments.

  • @CoDismylife said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233955#Comment_3233955

    Then explain to me why you BHVR (knowing this) still went ahead and made GENERAL BASEKIT BUFFS because you didn't like the kill rate stats you showed before? They didn't show the full story either but you still took them to do basekit changes.

    You even made a post after some time saying "we happy about the basekit changes because the Killrate went up".

    Make sense bhvr.

    Friend, I'm happy to discuss things further, but the snarkiness is not necessary.

    The changes we made in 6.1.0 were not solely based on stats. When looking at gameplay, it was clear that Killers were having a rough time doing what they need to do - killing, and this was in no small part due to things like generator repair times. Each of the changes we made were related to issues that many people have brought up. I would encourage you to read through the Developer Updates we posted around that time where we explained our reasoning behind each of the changes.

    Beyond that, the data we have access to is far more details than averages, which allows us to do deeper dives and reveal more than just a kill rate.

    Again, stats can show you where a problem might be, but they do not paint a full picture.

  • It's not so much that they mean nothing, but more so that very broad stats like the ones we just released do not tell a full story. You cannot look at an average from all games and definitely say something like "Nurse is clearly weak, look at her kill rate!" - Of course we all know that's not true. In the right hands, she can be the deadliest Killer in the game. But the steep learning curve and the number of people trying to play her for the first time cause that average to drop.

    Stats like these can give some insight in where a problem might be, but they don't tell you what the problem is or if it's a problem in the first place. You should not use them as the basis for your argument.

  • @Entitled_survivor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233917#Comment_3233917

    You're not wrong,,, maybe an indication to survivors like your aura on hook being a different color or Smth? Because as it stands right now people will just come get their unhook points even if you clearly are trying to give up

    This can also be a little tricky since the effect is based on player input. If you don't hold the "Don't unhook me" button until they're already close, or if they have clear line of sight and don't see your aura, they won't see your aura change colour.

  • From a purely personal perspective, I do think this would have made more sense before base Endurance was added. Being able to deny an unhook would have far more applications then (e.g. teammate is carelessly unhooking you right in front of the killer and you don't want to waste a hook state). That said, nowadays, I think it would be fairly limited.

    I'm trying to think of it from the other Survivor's perspective where they're running over to save you because they still think the match can be saved, but then you say "no" and they ended up wasting their time, possibly even get downed if the Killer chased them back to the hook. Sure, you could attempt to escape and ignore the skill checks to die, but at least that way they have some feedback that you don't want to be saved (big chunks of the bar disappearing).

    In the end, I feel like the situation where this could be used but existing options couldn't would be fairly limited, and it could create more frustrating situations than it solves.

  • The stats use actual MMR. The soft cap is only used for matchmaking purposes.

  • @Seanzu said:

    Hey @Peanits can we once again get clarification, are matches with DCs in them excluded from these results? Thank you.

    They are excluded.

  • @Araphex said:

    Freddy and Sadako play about the same so I'm not surprised. Same with the nurse. I'd like to see them do this with survival rates though. At least a breakdown of survival rates between top MMR and everyone else.

    Survival rates are the opposite of kill rates. For example, if a kill rate is 60%, the survival rate is 40%.

  • @Jarky said:

    I'd be interested to know if Sadako's kill rate changed significantly in the last couple months or if she's always been around the top. I wonder if the popularity of her condemned build being spread has increased her numbers, or if she was just always somewhat around there (relative to the recent killer buffs).

    In the past couple months, it has not changed significantly, she's been pretty high up there for a while. Though typically around their release, kill rates tend to vary more before the settle.

  • @Lycidas said:

    https://forum.deadbydaylight.com/en/discussion/comment/3225083#Comment_3225083

    Care to give a reason why character at P3 level 50 were ignored? Seems like they got the short end of the stick with all this "New Prestige system" to be fair..

    This is the second part of the mechanic that gave you bonus prestige levels for characters you had prestiged before the progression overhaul. At the time, characters that were level 50 were not granted bonus prestiges even though they could have been prestiged at any time. This update fixes that by giving characters that could have been prestiged but weren't the bonus prestige levels anyway.

    e.g. if someone was taking a break from the game at the time and didn't prestige their level 50 characters.

    A character that was P3-50 was already at the maximum for the prestige catchup mechanic, so they would have been appropriated awarded bonus prestige levels when 6.1.0 released. Only characters that were level 50 and prestige 0, 1, or 2 are eligible for this second round.

  • @Rovend said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209243#Comment_3209243

    I have most my killers in P0 lv 40 because i barely play them, would they receive the 2 prestiges?

    They would not. This feature only grants prestige levels to characters that could have been prestiged, but weren't (e.g. If you were taking a break from the game at the time and didn't log in to prestige them before the update). Since you can't prestige at level 40, they are not eligible.

  • @GentlemanFridge said:

    @Peanits different question, but just to confirm; the flashlight changes will go live as usual, right?

    Those will be like any other PTB. It is planned to go live, but I can't say whether or not it will be exactly the same as the PTB. It depends on the feedback we receive and if any necessary changes can be made in time for release.

  • @AhoyWolf said:

    https://forum.deadbydaylight.com/en/discussion/comment/3209078#Comment_3209078

    Sure, but did this require a whole PTB? It seems that these changes are what the beta tab was made for.

    The beta tab is meant for features which affect you, not everyone. Something like the Finishing Mori is not a good fit for that tab since it affects everyone in the match. For example, if you opt into it as the Killer and I opt out as a Survivor, what happens when the last Survivor is downed? Does it trigger the mori because you had it enabled, or not because I have it disabled?

    Beyond that, other aspects of the game change as a result, such as perks, offerings, and even achievements, so it would not be possible on a technical level either.

  • We mentioned it in many places, but to make it abundantly clear: The Finishing Mori system is not going live in the Mid-Chapter. This is a preview of a feature that is not ready to go live yet, but we wanted to get feedback on it early. There will be bugs.

    Work in progress features have bugs, which is a big part of why this is absolutely not going live yet. Getting feedback earlier in the process is incredibly helpful, but there will be more bugs as a result.

  • @SantaKlawz1 said:

    I think it's great but people are going to abuse it. I'm concerned about permanent bans for people who get reported for reacting to someone who sandbags. It doesn't happen very often at all but here is an example.

    Another survivor body blocks me at the beginning of the game until killer shows up. Killer downs me and puts me on hook. I'm pissed. Everyone gets to end game. I see an opportunity for revenge and am able to block opening the exit while killer is in range. The sandbagger gets downed and hooked as everyone else leaves. They record only that last part and report me.

    I'll be pretty upset if I get banned and have no recourse.

    Immediate permanent bans are only for cheating or other serious offenses. For things like sandbagging, inappropriate messages, etc., bans start as temporary and only escalate to permanent through repeated behaviour.

  • @get_barted said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200188#Comment_3200188

    My question is what about the add-ons that allow for Mori's like Myers Tombstone?

    As of now, those add-ons have not been changed.

  • It would be pretty quick, but going down near Exponential is easier said than done, and the time you spend crawling to it is time you're not recovering. Bearing in mind that the Killer hears the boon when within range, they could easily kick it before they walk away or judge whether or not it's worth the risk of leaving you slugged. It ends up being pretty situational. Whether or not you think that's worth two perk slots (maybe a third for Tenacity) just in case the Killer slugs you, I'll let you decide.

  • @supersonic853 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3200145#Comment_3200145

    Yes but didn't they say the speed you recover affects the 45 second timer?

    Correct.

  • It would depend on what you consider anticipatory, but we often do. Going back to 6.1.0 for example, we would not remove the bloodpoints from BBQ or WGLF without making base kit progression changes first since that would have made the grind worse in the short term. Those changes were released as a package to avoid makings things worse.

    Other times, we'll err on the side of caution and release something with safer numbers (a little weaker than it could be) to make sure it doesn't get out of hand. It's way better to buff something that's weak later on than release something in an overpowered state that makes the game frustrating to play until it's nerfed. Something like Any Means Necessary is a great example of this. At first, it had a very long cooldown because there were concerns that it could be too strong, something that we heard a lot about when it was first revealed. Many people expected that picking up pallets would be a game changer and would be very overpowered, but over time it proved to be less effective than anticipated since Killers would often break pallets anyway. It's been buffed a few times since, but I would also class this as anticipatory.

    PTBs are also somewhat involved here. We can put something on the PTB and see how it plays out before it goes live, then make adjustments as needed. I'd call this anticipatory since the PTB isn't a perfect recreation of how things would play out on live servers and the change has not yet been released.

    But probably the biggest example of this is the stuff you never see. Anticipating how something could be abused and get out of hand is something that happens from the very beginning of the design process, and there's been a lot of ideas over the years that have never seen the light of day (or at least without being changed) due to those anticipated issues.

  • @_kostas_pap_207 said:

    Wait how can a perk IN A VIDEO GAME depend on the region you playing?

    Every single player of this game knows the meta

    I dont understand why the region is a thing

    Every region is separated by matchmaking so people don't end up with crazy high ping. This essentially isolates each region, giving the opportunity for different metas to form. Beyond that, there are cultural differences all around the world that change the way people play and interact with others. Some places are more altruistic, some less. Some are more competitive, others more casual. Even something as simple as a popular content creator making a video about a certain perk can influence its popularity, and naturally an English content creator will reach an English audience more than any other language/region.

    All these things combine to create separate playstyles and meta. Something like Self-Care may not be as popular here because it's more common to be altruistic, meanwhile other people may have optimized their playstyles and builds to be more self sufficient.

  • I can't stress this enough: You should not make any conclusions from the stats we shared today. They're purely for the sake of transparency so you can get an idea of how things are going so far. Things take time to settle, and just about all of the numbers we shared (perks and otherwise) change daily. Once popular perks are continuing to fall in usage rate, less popular perks are slowly being used more.

    We also have to keep in mind that there is currently a Tome challenge that requires Self-Care, so the usage rate will be higher than normal.

  • @BritishBoop said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189525#Comment_3189525

    (Full disclosure: I'm the developer of the site I believe we're all thinking of.)

    As with any occasion official stats are released, it’s fascinating to explore the similarities and differences to the data NightLight has gathered. People have been quick to point out the rather large difference that currently exists but I’m glad we now know the period the official stats are from. I was doubtful they included the last couple of weeks at the very least. If you look at the historical stats on NL, the perk usage is a lot closer to what we’ve been shown (as one would hopefully expect). The rankings/usage rates shown on NightLight are based on the last 14 days for perks and 30 days for kill rates (by default) as is stated on the site. In any case, there are still differences between the data, and I wanted to share some of my thoughts as to why that might be.

    - Regional representation (as has been mentioned here). NightLight has users from around the globe but there’s naturally going to be bias towards English speaking countries.

    - Perk availability. The selection of perks newer/more casual players have available is going to be rather restricted. I think this might be playing a large part in the discrepancy with Self-care in particular.

    - Game knowledge/experience. Again, newer and more casual players are going to be considerably less informed in their perk choices – for better or worse - and the level of gameplay is obviously going to differ as well.

    Unfortunately, the last two points cover the demographic least likely to use NightLight. It's a problem many point out and is something I can't do a whole lot (about as I rely on people finding the site and wanting to track their own stats). This is also another limitation - my sample size is a tiny percentage of the matches that are played. At the very least, I wish I had some way to use MMR data (or something close to it) so I could at least offer some context into who the data represents. I am looking to incorporate an "hours played" metric into the site as one way of potentially helping with this but that's obviously far from ideal.

    As a side note - (unless I’m mistaken as to which site we’re referring to, in which case please disregard this message), it’s nice to see a somewhat official somewhat acknowledgement of my work. If anyone from Behavior would like to discuss NightLight or stats in any way, I’d be more than happy to chat. I'm really trying to provide a positive and interesting resource to the community and the last thing I want to do is present data that shines an unfair light into the fog.

    Those no doubt play a role in which perks are most popular- and yes, we are indeed talking about the same site. 😁

    Huge props for putting it together. I'm a big fan of stats myself, so having community sourced constantly updating stats is super exciting. It's very interesting to see how they line up with the complete data, so I can kinda piece together where the blindspots may be depending on where they differ.

  • @Marik1987 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189919#Comment_3189919

    Can u have a look at the killer-pickrates in high-/medium-/low-region?

    Its maybe an indicator for balancing. Also if SoloQ gets some informations, the killrate would be drop in total, i assume.

    We have access to all sorts of highly detailed dashboards that allow us to see things like that, don't worry! The issue is trying to display all that info at once. Our internal dashboards are interactive, so we're able to filter for just the things we need (e.g. How is X Killer doing after this recent buff?), but that's not possible in a JPG. There'd be so many lines overlapping that it would become practically unreadable.

  • @HectorBrando said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189653#Comment_3189653

    Bad thing about percentiles is if I eat two steaks and you eat none we both eat one steak each.

    Some Killers could be sitting at a comfortable 80% killrate while others having only 40%, SWF could be having a 70% escape rate and Solo a 10% and it would still be a 60/40 kill/escape rate but in reality a group of people are getting the short end of the stick while others are enjoying the ride of their lives.

    Some insight there: All Killers are within at 12% range when it comes to kill rates (the lowest being Nurse, as it tradition, so another point to "don't draw conclusions from these stats alone"). As for the escape rates of SWF groups, last I've checked, they are within +/- 15% of the average, and that's in the absolute most extreme cases - e.g. the high end of the rating spectrum, which itself is comprised of very few people. In most cases, the difference in escape rate for groups is within a few percent.

  • Yes, absolutely. These are very broad numbers, do not use them as the basis for your arguments. They do not have enough detail for that.

    @Marik1987 said:

    Thank you. A wonderful thread.

    I would love to know Kills PER KILLER in each MMR-Region

    I would also love this, but just to set expectations realistically, this is becoming increasingly more difficult to do, so we likely won't be able to share those types of stats as frequently as before. Between the number of Killers in the game and such a granular scale of ratings, showing how each Killer performs at each rating range is a very tall order. That's before we factor in things like regions which play a very heavy role (Self-Care in today's stats being a prime example). So I wouldn't say never, but you'll probably see more focused stats like these ones that reflect on something that was changed rather than everything in the game.

  • Friend, this is just what Twitter says when you publish a carousel. The only way to create one is through the ads suite, even if the post itself is not an ad. It would say "Promoted" on it if it were an ad.

  • @ByeByeQ said:

    I hate this "review."

    They throw numbers at us like we are supposed to care. We are not shareholders. We don't care about usage numbers.

    We care about the experience.

    BBQ & Chili was great for the game. It reduces camping by usually giving killers a target far from the hook and it used to give killers another objective other than kill while giving them a damn good reason to run it. I want 42% of killers running BBQ & Chili because it's good for the game. It reduces camping and tunneling.

    Ever since 6.1.0 killers have found camping and tunneling more rewarding despite the efforts to deter it, while there are no incentives to play fair.

    The fact that BHVR cares more about "peak usage rates" rather than what players are experiencing is really sad.

    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.

  • @Loldino said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189653#Comment_3189653

    According to there own stats a while ago that on average swf escape rate was 15% higher so low balling solo que escape rate would be 30% while swf could range from 45% to 60%

    To clarify something here, the difference in escape rates for SWF groups can be as much as +/- 15%, but this is at the most extreme end of the spectrum. In reality, very few players are actually in this range. The distribution of people across all ratings is like a bell curve. Most people are somewhere near the middle, very few are on either end (high or low skill). The average SWF group, which makes up the vast majority of SWF groups, has little to no discernable difference compared to solo players (within a few %).

    I will also note that the figure we shared on groups was taken in December while the kill rates shared today came from July, so keep in mind that these numbers could very well have changed between the two dates.

    But this goes back to the point in the OP; yes, these stats are very general, I wouldn't recommend reading too far into them. Averages and extreme cases should not be compared.

  • @Rovend said:

    Man, if the entire surv escape rate is 39%, and that includes the so dreaded seal SWF, i cant even imagine the escape rate of SoloQ. must be <20% being generous.

    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.

  • @GillyBeannn said:

    https://forum.deadbydaylight.com/en/discussion/comment/3189594#Comment_3189594

    I think the devs needs to do regional data instead of combining it all into one data, because it's not accurate. Different regions have different metas, so they should just go by regional stats.

    While regional data is cool and all, I do feel it it important to share global stats considering we do not balance differently per region. Self-Care is a great example of this; while it's not as popular here, it's still very popular elsewhere. This is important context to know if we ever change a perk like Self-Care. It's not a total shot in the dark, your experiences just may not line up with the rest of the world.

  • The usage rate for perks is not universal. While Self-Care may not be popular in North America or the EU, it has been a part of the meta (and continues to be) in other regions. If you're from the former and you think it's not very popular, you're absolutely right: The usage rate comes mostly from other regions of the world. When each region gets matched separately, different metas tend to emerge.

    But also keep in mind that there is currently a Tome challenge that requires Self-Care, so the usage rate will be a little higher than usual.

  • The most important numbers in all of those are the peak usage rates. For both Killer and Survivor, the most used perks have dropped by half. Dead Hard, for example, went from being used 42% of the time to only 19% (and dropping). That is a huge step forward in terms of build variety.

    But I will say that the most used perks are still changing. BBQ, for example, is steadily dropping in usage rate each day and doesn't show signs of stopping any time soon. I really cannot stress enough that these numbers are more of a "first impression" than anything else- they'll likely be irrelevant even in a week from now. This is purely for the sake of transparency so you can get a better idea of how things are going.

  • @dugman said:

    Also, Self Care seems to be an outlier, on the aggregate site it’s at 9% usage which is still popular but not in the top 10. I think maybe Peanits ran numbers over the last week and there just happens to be a survivor challenge to run Self Care which could be skewing his stat.

    The stats come from a 30 day period, with a small buffer after the 6.1.0 update while everything settled a bit. It's not doubt at least partially influenced by the Tome challenge.Self-Care is actually still meta in some parts of the world, though, so while you might not be seeing it much in your matches, enough people are using it elsewhere to secure the #1 spot.

    If the site you're referring to is the same one I'm thinking of, it may be due to that site's userbase primarily being from English speaking countries where Self-Care is far less popular.

  • @mischiefmanaged said:

    @Peanits is there any chance we can get some clarification on the MMR softcap and how many people are in that range? There seems to be a rough belief that up to 25% of the player base are at or exceed the MMR softcap. Would we be able to get statistics about the overall number of people at each MMR range?

    Some of the raw numbers were part of the MMR tests from a couple of months ago, but the numbers didn't really have any context because nobody really knows the distribution of the numbers.

    Definitely not that much. I don't have the exact numbers handy (and our MMR wizard is still off), but to give an idea, the distribution of players across MMR is a bell curve. Very few people are at the low end of the spectrum, most people are near the middle, and very few people are in the highest end as well. The soft cap will pull in some people who are already close, but not that many.

  • @Halloulle said:

    I like how all these explanations sound in theory. But somehow they don't translate into reality. I'm supposed to "win" half of the time. - So how do 20+ deaths in a row happen? How come my escape rate sits, consistently, around 30%? How come I keep encountering opponents who very clearly have a better understanding of the game than I do (not even taking perks and add-ons into account)? Something just keeps not adding up when I compare how it is supposed to work to how it actually ends up working in my experience.

    There's a couple things that may be contributing to that. For instance, the game build up confidence in your rating the longer you play. When you start out, it radically adjusts your rating each time you win and lose, but over time, it adjusts your rating less. This is because the game's trying to get a feel for where you should be, then trying to fine tune it the longer you play (since you're typically not going to get rusty overnight). However, big balance changes can cause your escape rate to drop, and it will take some time for the system to adjust.

    Outside of that, there's some other conditions that can cause your rating to decrease slower than normal. For example, if you are the last Survivor to die, your rating will be adjusted less than if you were the first. Or if the Killer's rating is significantly higher than yours, the game expects you to have a lower chance of Survival so you'll lose less rating if you die.

  • Likely neither: The rating you see depends on your matchmaking ratings. Their ratings might be higher or lower than yours, meaning a different role may be in demand in their range.

    e.g. If your rating is super high and more Survivors are needed there, you might have a bonus for Survivors. Meanwhile if their rating is lower and there's plenty of Survivors playing in that range, they might see a bonus for Killers instead.

  • @Araphex said:

    https://forum.deadbydaylight.com/en/discussion/comment/3187763#Comment_3187763

    To be honest, the pip ranking system is far better at determining skill than say someone who does nothing the entire match and still escapes, or someone who was hooked 2 times and still escapes vs someone who was never hooked and escapes. An escape or kill should be the final factor of the calculation to ensure points are given, but working gens, escaping a chase, not being hooked should determind how many MMR points are earned if the survivor escapes.

    Also, I played over 20 games this week as survivor and lost all but 2 due to other survivors going down without a gen or 1 gen being completed. Hatch doesn't count as a win as we were told. So what's the point of MMR if you're a skilled player but lose because you get hatch or die because everyone else died early on?

    Its not hard to add some variables like I mentioned, points for skilled plays, and it seems the devs are thinking in that direction but still I worry the mark will be missed. Skill is to be determined by how many gens you and the team worked, escaping chases, not being hooked, and then totalled after you escape. If you played skillfully, you should still earn points but not nearly as many as you do to escape. Like if you're the last one to be hooked and 4 gens were completed, more points earned than first hooked at no gens completed which should lower your mmr.

    There is also the fact that players with more hours and higher levels have more skill. But losing because of teammates shouldn't be considered in the mmr factor. A player shouldn't be punished because they got hatch or died last because their teammates tipped the match in the killer's favor. Just some thoughts i hope the devs will take into consideration as they work on this.

    The emblem system sounds better on paper, but it has the very flaw I was talking about above and is the perfect example of why introducing more variables isn't always the right answer for a matchmaking system. The 'win' condition (a pip) has no clear winner & loser. Both sides can pip in any given match, and on average people would pip more often than they would depip. This meant that over the course of the month, everyone would climb towards the red ranks as long as they played enough. It might take less skilled players a little longer to get there, but the pool of players would get so diluted that being rank 1 ended up meaning nothing.

    This does not work in a matchmaking system since everyone would eventually end up in the same place, effectively matching anyone against anyone. The only thing that somewhat prevented everyone from ending up at rank 1 were rank resets, but again, this also suggests that your skill suddenly drops on the 13th of each month.

    It may better reflect your performance in a given match, but it simply will not work for matchmaking since any system that allows both parties to win leads to endless climbing.


    About the hatch: Taking the hatch does not count as a loss. Hatch escapes are considered a 'null' - meaning the game treats them as if they never happened. (Note: Bearing in mind that each match is treated as 4 separate 1v1 matches at the moment. Escaping through the hatch as a Survivor nullifies the whole match, but the Killer can still gain rating from the other three Survivors they killed.) Nobody gains nor loses rating by escaping through the hatch.


    To the point of more hours/levels indicating more skill, I'm afraid this simply isn't true. Yes, having more experience playing and more perks to play with can improve your odds of winning, but everyone has a different skill ceiling. Some people, try as they might, will play the game for years and peak in the average range (and that's okay!). Some people play more competitively than others, and that's great too. No matter which game we're talking about, there's a reason why everyone who's been playing a game for a while can't suddenly make the jump and start playing in tournaments. Everyone's different, and there are absolutely people who have been playing for years in the average range.

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