The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Survivor escape rate
I see a lot of talk about different killers kill rate, is there data on survivor escape rates?
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My stats of 150 games as Solo Survivor, I had 36% escape rate.
There are many tunnelers, but there also because of my meme build.
If I alone using better perks, both of my survival & team mate in overall increased.
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I'd take the numbers loosely. I've had plenty of games were Survivors threw the escape to intentionally die. Just personally I have been killed several times when escape was possible but decided to go for a higher risk play.
Ultimately just stating that not every kill is because the killer is performing well or reflect context of events.
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I wonder if killers would have a better experience if they balanced the game around escape rates instead of kill rates. There are more survivors and it seems there would also be more data. Maybe the killer experience would improve and there would be more killer players.
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I'm currently collecting stats from my matches (143 total currently) and my escape rate is 60 %. I only play solo survivor and I'm a console player with crossplay on.
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I agree but that goes both ways. I used to let survivors go all the time, 4k was a rare thing for me just because i liked to let grandpa go or the shirtless guy who is ripped. I stopped because of rampant tbagging at pallets which i don't really understand or the little circle thing survivors do but whatever, makes my life easier in downing them and every dropped pallet just helps me. Some killers like to depip as well to get out of red ranks. Either way it would be interesting to see the data.
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Honestly, there's a LOT of metrics that ought to be factored in, not just kills.
Like, how about Hits? Did the killer get a 0k but hit survivors 15-20 times and the survivors just kept healing back to full?
Or Hooks? Did that 4k come because all the survivors gave up on their first hook?
Or Generators completed? Are all the 1-2k games ending because survivors are just Keying out at the first sign of a real End Game?
Or average time in chase? Is the 4k coming after 10 second chases, or as the result of a grueling, 15 minute ordeal that ended with every pallet broken and 16-some Second Chance perk uses?
But hey, it's just easier to say "Freddy's killing 3 people on average, so clearly he needs a nerf"
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I kinda like Tru's opinion on the matter;
As a survivor, if you pip, it is about whether you played well or not.
Surviving, however, is dependent on if your team played well or not.
Had a game yesterday where there was 1 gen left, 3 people, one guy was on the hook, and I led the killer on a ~45-60 second chase. Dude on the hook died. What did I see when I went down and got hooked? Claudette found the hatch, and was just sitting on it. Refused to save, refused to work on a gen. Could have had a 3 man escape. But one survivor decided that she wanted hatch, even if we all died.
I struggled as long as I could, the killer found her and hatch, and she died. That match had a 100% kill rate, 0% escape. It should have had a 75% escape. One player decided screw the team if I can survive, and the other decided the same for her. That is why kill rates/escape rates don't quite have the value you would think.
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Or maybe they take that all into consideration and still arrive at that conclusion?
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I mean, if there is an average killrate of 2.6, the average escape rate would be slightly lower than 1.4(DC's would be whatever is left).
If a killer has an average of 3.1 kills, that means less than 0.9 survivors escape against that killer.
It's not hard to deduce this kind of data. You literally fill in the gap that's left. There's 4 survivors, if 3 of them die on average, how many would escape on average? A bit less than 1 due to DC's being a thing.
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I mean, if 1-2k's were mostly due to keys, then the argument would easily be made that key's are fine and that killers are overperforming. Because survivors need to be able to escape normally. If keys are the only way more than 1 survivor escapes, there would be an issue in killers.
And yes, Freddy needed a nerf. He was not fun to play against, he had too much going on. A lot of perks amplified his base mechanics. His main build is still the same, its just that he cant spam his traps during chases anymore. He's still generally as powerful as he was, he's just harder to play now. Which is a good thing. You want powerful mechanics to take skill to perform well. It's the main reason why Spirit is hated so much. You can give Spirit to a beginner and they would perform above expectations.
Do I agree with giving him less traps? No, dont know why they did that, no one ever complained about the amount of traps being placed, it was the fact that he could spam traps that slow down survivors 20% without any punishment himself. Even Clown took more time to use his slowdown than Freddy, and the slowdown is Clown's main power. You literally had a killer that could teleport to any gen be better at hinderance than the killer that was designed around hinderance. Even after the latter got buffed.
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It's one of the few things Tru3 keeps right nowadays. The survivor emblem system is all over the place. It rewards you for individual play, but you're obviously reliant on teamplay more than individual play.
Except that tru3 makes a 180 turn and almost always plays selfish as a survivor, saying its a 1v4 but plays it like its a 1v3+1.
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Escape doesn't really mean that much. You also often pip even if you die.
Killer needs 3 kills to pip. So I wouldn't really care about kill/escape statistics unless they change pip system
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Depend when in solo i escape maybe 10% of the time when im in a 3 man swf or more i escape close to 85% of the time. I count my escape with the door only i never count the hatch because i strongle believe you need to be lucky to get to the hatch first whatever the side you play.
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Just from the few comments comparing the swf and solo it does seem like swf is very strong.
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I don't know when was last time DEVs released stats, this one is from November 2019 for red ranks: https://us.v-cdn.net/6030815/uploads/910/6KD3I8P3L1V9.png Escape rate is around 30%, this includes SWF and solo. Solo is probably around 25%. From my own solo experience I escape around 2 games out of 10, and I'm usually the last one to go down.
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Hmm, i keep stats from time to time, usually after big changes, and have over 500 games all together. My personal escape rate (including hatches) are around 72% overall in red rank solo queue. But i discount games where people disconnect on first down.
It also dropps around rank reset, when i usually dont record the games until i reach red ranks again. It also dropped after the ds change, because tunneling and camping saw a heavy rise in my games.
I think kill rates and escape rates are so heavy related to each other, that more statistics are needed. However, having seen how the community interprets any given statistics without understanding them, i wouldn´t realease them as a dev either.
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If survivors can not escape or low escape rates, survivors have to blame themself. Maps and game hardly survivorside. Generator times are so fast. If killer use any gen defend totem, they are finding them easyly because totem spawns terrible. So seriously i do not know how survivors losing this game.
For my experience, when my team doing gens we are escaping 90%. My loses when team is not doing anything useful.
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Well according to stats survivors escape rate is much less than kill rate now it's up to you if u wanna trust the stats or ur gonna collect own data by your own games if u have time and will for it
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