http://dbd.game/killswitch
24 hours of playing Solo Q Survivor: here are the results.
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I might do my own of this, on either side. Provided I can find a way to present it in a nice way like this, haven't looked into it. Still yes people who play better killers tend to be more... ruthless.
Things I want to keep track of that weren't noted here
- How many survivors suicide on hook
- How many generators get done if the survivors don't win (a 3k hatch still might mean 4-5 gens remain)
The rest is pretty good. Honestly I've been on killer more lately (I'm a killer player about 65%-35%) and I deliberately avoid hooking the same person twice consecutively unless I really can't find anyone else and even then, if I find them, I'll just let them go once. Despite this, the amount of survivors that suicide on hook and nothing gets done is just... awful. Really while I think the buffs may be a tad too much in the killers favour (mostly slowdown perks just being swapped around rather then actually nerfed) a fair amount of this is the survivors throwing tantrums about things not being the way they want them.
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I've experienced some pretty bad tunneling today, two of my latest matches were particularily bad in that regard. One Deathslinger and one Clown, they both focused me like crazy despite having OTR and even DS on the next game. They immediately hit me after the unhook and chased me down with their bottles or gun to close the gap. There's simply no way to get away if the killer's hellbent on tunneling you out of the game. They kept doing this until I was dead with no more than 10k bp at most.
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Alright, here's another stat-sheet dedicated to my latest 24 hours of playing this game as a Solo Q Survivor. The escape-rate has definitely gone up but the quality of matches is still very questionable. On average my current escape-rate should be at 50% now.
I personally didn't consider the matches which featured killer ragequits as victories since the killer simply gave up before all gens were done.
Post edited by Canas on1 -
Nature is healing. Survivors are coming back to the fog, praise Valve.
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Even if you're hit quickly and OTR's Endurance is consumed it still gives you 80 seconds of blocked killer Aura Reading and 80 seconds of totally silenced grunts of pain on both unhooks.
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A boon to some, perhaps, but worthless to me.
I prefer to be the one in chase--most trials I can run the killer longer than my teammates. What I can't do is loop a killer straight off hook in a dead zone. OTR should, in theory, help in those situations, but most killers know to get the endurance out of the way as soon as possible, so I end being hit right off the hook. ...rendering OTR as useful to me as the new basekit BT.
TBH, I view Off The Record the same way I've always viewed DS:
It is a niche second-chance perk that might get value 1 in 10 matches (not enough to justify using), and its existence is indicative of unsolved problems in the game's core mechanics. Its popularity should prove that they didn't fix camping/tunneling--they just nerfed the old go-to anti-tunneling perk.
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So many games this happens and it's like, #########. You were his first hook and we have three gens done. You couldn't just stay in the game a little while longer?
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