http://dbd.game/killswitch
So what should the killrates be and why?
Comments
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Did you even read the thread? Regardless of how much of an advantage the killer has and the impact it has on MMR, the final survivor still has more of a chance to escape than the other 3. It is definitely a privilege, not a guarantee.
The post I responded to said the last survivor should have a better chance of escaping than the rest of the team, and they do. It's not my opinion, it's fact... no one else gets the opportunity to attempt hatch except the final survivor, therefore increasing their chance of escaping.
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To go with the horror movie theme, a 60% kill rate means that on average 1,8 survivor escape EVERY TIME. Aka the "final girl" makes it every time, through hatch or gate, and in 80% of all cases even together with a friend (in the statistical average).
Of course that's just statistically and DBD with it's snowbally gameplay doesn't represent the average but a huge mix of either 4k or 4e and a little bit in between.
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If you just read boards you would think 4e happened every game haha
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It's not an additional chance. Most of the time, the left-over survivor's only option is the hatch because the killer can safely patrol between gates, especially when they can spawn right next to eachother.
Hatch escape literally does nothing for the survivor statistically than saving their items.
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What?! 😂 I'm not even going to bother debating with you if you can't understand hatch is another chance for a survivor to escape.
My advice to you would be stop playing the game just to increase your MMR, that is not the point of this game. As a survivor you aim is to escape, getting the hatch is an escape.
Have a nice day, I'm done responding to you 👍
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What should they have been? They should have been distinguished between solo and swf queue, because those are actually 2 very different games, and a combined number just hides how imbalanced the game actually is.
Well, its actually the devs who aren´t interested in a balanced game for both sides, otherwise the solo/swf problem would be adressed in some way, which they dont. And you cant balance both modes at the same time, unless you balance around average, which mean swf and solo in itself are both unbalanced, one favoring the killer, one favoring the survivor, but overall, it seems fine, even if its not.
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The thing about Killers reaching the Hatch faster is that the last Survivor usually has a head start on maybe finding the hatch (and could theoretically have items to find it, even if nobody brought an offering to spawn it somewhere), so it balances out pretty well.
As for kill rates... generally, we're always fighting against the problem where a 4E for the Killer feels super bad (because it usually means getting looped or just fed through pallets for a few minutes and maybe getting one or two downs), but any kills are bad for the Survivor in question if they're considering only their own outcome. But this is DBD, so the snowballing is pretty real. Which also means that it feels like all gens completing and everyone getting out is the most common way Gates factor into it--3E and 2E seem way less common.
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It has to be more or less even.
If it's in the killers favour, survivors will just give up.
If it's in the survivors favour, killers will always slug for the 4K.
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Slugging for the 4k should be more difficult. This is where basekit UB would be useful. As it stands right now, slugging for the 4k seems like a low risk (you'll get at least one kill) and high reward for the killer. Especially if there are like 2+ gens left. The only argument you can make for it is that not all killers choose to do which for me is not much of an argument if I'm being honest.
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Sure, some form of basekit UB would hinder slugging for the 4K. The version tested in the previous mid chapter PTB isn't it though.
A better form would be if survivors got basekit UB, complete with a boost to recovery speed, only when all survivors are hooked or in the dying state.
This wouldn't penalise killers for applying pressure mid-game by slugging the odd one or two survivors, but it would make slugging for the 4K virtually impossible. As soon as you knock the last survivor down, the other one can get right back up again.
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I agree with you. If anything I'd like the suggested changes changes for when 2 are left. I think that would level the playing field for when 2 survivors are left better. Killer can't slug with no penalty for 4 whole mins so he has to either choose guaranteed 3k or put some risk for the 4k by slugging. Even if he chooses to not slug killers still can close hatch a lot of the times and get the 4k.
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I support the current rate of around 60%.
Higher than 50% is better. However, I think 75% is too high.
I take into account that DC is not included in the statistics. Still, 1k occurs more often than 0k and the bottom up due to survivors who cry all over everything on the first hook sous vide. Including that, it is clearly statistically justified to be higher than 50%.
Nevertheless, it is true that there is a big difference between solo queue and SWF. We feel that more than the kill rate, we need to increase the escape rate for solo queues and decrease the escape rate for SWFs.
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Certainly higher than 50%. At equal skills, surviving should be a feat. (Otherwise it's boring, survivor not being the most demanding role to begin with)
It shouldn't be too high either as it may deter the more ... casual(?) players. Getting an average of 1 to 2 escapes seems to be the right goal.
I believe the current target is around 60% which sounds about right.
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I feel as if 50/50 would be best
Cause if there are Killers whom aren't getting at least 50/50 then they would be looked at
Yes this is a horror game but it's still a game... and doing it that way will serve both sides
But they also need to take perks out of the equation... or we'll see more undo changes to perks that either side "needs"
Like go more toward a perkless gamemode but use of Items and addons are ok...
It's just a thought
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More important should be "Hook-Rate" in comparison for "Kill-Rate" on killers side.
But if we stay at the "killrate"-statistics, a killrate of ~60-65% is the goal. Playing as killer is far more complex than as survivor.
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Let me say it this way: Killing should be an exception, something special, something to be proud about and NOT common - even if it's just the endgame collapse. So yes, escape rates should be always higher than killrates. And i think they're fine in SBMM since the latest, big balance update.
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The problem with the internet is I can't tell if you're being sarcastic or not.
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I wouldn't say the final girl trope applies 90% of the time or more.
These are loose comparisons.
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60% is best not only due to the genre but also because of ragequitting survivors. DbD is very snowbally and one person suiciding on hook because of whatever selfish reason throws the odds of the match heavily to the Killer which gives a higher kill rate. If balancing didn't take this into account then the game would be unbalanced in games where it's played as intended and all four survivors actually stuck around.
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Ideally you shouldn't be going by kill rates period, they are flawed for a multitude of reasons.
Balancing around hooks, while still having some flaws, would be way, way more accurate in measuring balance than kill rates.
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