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Here's the statistic, straight from the developers.
https://us.v-cdn.net/6030815/uploads/719/CPIDC1XE8JBT.jpg
https://forum.deadbydaylight.com/en/discussion/350586/stats-kill-rate-by-killer-and-mmr-september-2022
It's useless with the facts. They refute analytics because it doesn't support their "experience" as a killer/survivor main.
Thanks for the citations though, will make it easier for those who are (actually) reading and trying to comprehend where all these numbers are coming from.
I'll give you answers to the Trial since thonking isn't option for most:
Step One:
- Play Cenobite
+ Why? Forces survivors to get off generator in 2 ways: 1.) They have to solve the cube. 2.) If they don't solve the cube, hooks keep interrupting their generator repair(s).
Step Two:
- Perks to annoy generator progression
( 1 or 2 of the following perks):
+ Unnerving Presence (The Trapper)
+ Overcharge (The Doctor)
+ Merciless Storm (The Onryo)
+ Hex: Huntress Lullaby (The Huntress)
- Perks to help spot generators to focus
( 1 or 2 of the following perks):
+ Surveillance (The Pig)
+ Pop Goes The Weasel (The Clown)
+ Tinkerer (The Hillbilly)
+ Gearhead (The Deathslinger)
+ Infectious Fright (The Plague)
- Perks to regress gens when Survivors are hiding/running
+ Hex: Ruin (The Hag)
+ Corrupt Intervention (The Plague)
Step Three:
- Fix your pathing. From here, if you lose it's because you can't control the map and figure out where players are frequenting to get generators done.
TIP: Early game with one of these perks will make players go find an open generator - mid-to-late game they will be going back for those generators.
As of this post:
Cenobite;
Kill Rate (All MMRs): 63.79%
Kill Rate (Top 5%): 61.41%
Target Rate: 60%
{ You statistically are going to win more just by accepting the statistics. }
Onryo has a very nasty strategy that allows he to condemn/mori players. People say she's weak, but she's not. Pinhead is also very difficult because he's secondary objective is so unforgiving.
Plus, both of those kill-rates are at the top 5% of MMR, so it's not just noobs having issues with those 2 killers.
Also, the 2nd is from the official site, posted by the developer Peanits. Just because he used a picture sharing website in his post, doesn't make it any less official. It's older data, but I doubt the numbers have changed much for SWF. There is a newer post by Peanits saying that SWFs affects on MMR is statistically insignificant, I'll see if I can find that for you.
https://forum.deadbydaylight.com/en/discussion/61114/community-community-data-requests
EDIT:
Here it is...
https://forum.deadbydaylight.com/en/discussion/346853/meta-shift-after-6-1-0
onryo being weak has to be a meme, she is very powerful at map control and sneaking up on survivors and farming hits, sure she might not be as strong as anti loopers or chasers but most of her addons are good and survivors rarely if ever interact with her tapes thus allowing her to make use of her powers quite often, All people have to do is be willing to adapt the perks they bring and put effort into using her mind game potential
Again, requires killers to think. As these threads have established: they want easy no thonk gaim plai
did you play when BNPs insta popped gens? when mori's were able to be used when you downed the survivor the first time? when hooks were able to be sabo'd and stayed down? when trapper could actually trap under survivors while on the hook making it so 2 survivors had to coordinate and make a save or risk the trapper coming back and finding one of them even if they waited for him to leave? how about when noed wasnt a totem, but a straight up 2 min timer no lucky find, just luck or bad luck on being found or not, how about REAL infinites where you had no chance of catching up with the survivor no matter what? (there are no real infinites today btw, unless you break walls yourself opening them up, and then theres blood lust, which was supposed to be a band-aid fix for the infinites)
so keep crying about it, or patrol gens better, break off chases if they are too long, force pallet drops, that will make the next chase and the next chase after that as well and so on and so forth, shorter and shorter, but if you took the time to think about it logically, you shouldve realized that instead of comming to the steam boards to complain, unless you just want the devs (who likely dont read the steam boards since they have their own btw) to make the game easier for you so you dont have to put in as much effort
I would advise you wait for this as it doesnt have any of that hook and gen nonsense.
https://store.steampowered.com/app/1433140/The_Texas_Chain_Saw_Massacre/
only reason why friday the 13th failed was because of all that copyright crap but this game doesnt have that issue as far as im aware.
Survivors and killers both try to insist DBD is balanced but its anything but balanced.
If you wanna have fun as a killer play something else because theres no fun to be had here.
heres 2 better options, trapper and doc, run nurses, thano, sloppy, and clourphobia (sp? the clowns perk that gives fast skill checks) maybe for doc you could swap thano or sloppy out for something like call of brine, overcharge, merciless storm, or something of that nature, but either build slows gens and healing, and both killers and stop gens or loops in their tracks for a bit if you know how to work it/have the right addons going in
There technically is such a thing as "gen-rush" but it rarely happens. It's when all the survivors run toolboxes with BNPs and all generator perks.
There's a lot of people posting on the forums repeating terms they've heard without actually knowing what it means.
Onryo is weak. Onepump got styled on by a swf (i think it was Hense's group?) once they got use to the build. The problem is she is so rare that the average player doesn't know what to do.