Why is it 2 kills/ 2 escapes?
Keep this in mind, I think the developers dont get enough credit and do awesome work. This is just a critique of some of their design philosophy.
The idea that the goal is for matches to end with 2 kills and 2 escapes is very confusing to me. I come from the background of playing games like BF and COD for years. My team quit COD and moved to BF because BF was more than who hit the trigger first once they turned a corner. We quit BF when it became more like COD. A match in those games isn't balanced around the idea that each team should tie. A tie is not a win. I know DbD is a different type of game but I think the idea still applies.
The homepage for DbD agrees with me, "As a Killer, your goal is to sacrifice as many Survivors as possible. As a Survivor, your goal is to escape and avoid being caught and killed." and "The Killer's main objective is to please The Entity by sacrificing Survivors on Hooks found in the environment. The Killer uses their unique powers and abilities to get as many sacrifices as they can and prevent the Survivors from fleeing." The website doesn't say the killer's goal is to sacrifice two it says as many as possible.
If the killer player is good they should win, get 4 kills, if the survivors are skilled they should win or at least the skilled ones in the group should win, escape. So where does the idea that matches should be a tie and if a killer does better than that consistently then they are "over preforming" (Useing the term "over preforming" wasn't a good idea or maybe it was because now its part of the DbD lexicon like "Pretty good job so far!"). That creates in the mind of the players that if any killer is doing well then the nerfs are hanging over them like a sword of Damocles. My friends joke about it any time we play killer and have a really good match that the killer we are using is #OPpleaseNERF!
My worry is that by using the design philosophy of 2 kills/ 2 escapes any killer that stands out will get knocked down and then when good players move to the next best killer, then they will get knocked down too. What happens to the game when survivors are at the same skill level with mostly the same tools and the best killer is trapper? #TrapperOPpleaseNERF! Sure some changes are needed and can help the life of the game but building the game around getting a tie, I believe, leads to frustration. No one competes to get a tie. If 2 kills is the killers goal then start the EGC after 2 kills. But really I think instead of nerfing killers, others should be brought up. This is from someone who plays more survivor because I play with my team. I know others have expressed this view point before but I wanted to just toss my two cents in. Even if DbD has issues, Im still looking forward to finding out about the next killer.
Have a great day.
Comments
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If two equally skilled teams compete the 2 kills and 2 escapes is the goal. It's not that they want every game to be like that, and in fact most don't. If every second game was a 4k or 4 escape that would also average the same. The point of the goal is that one side isn't consistently dominating over the other.
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It's not that it's the "goal" in the sense that they want every game to have those results. It's the "goal" in terms of the baseline (average), or in other words, in terms of balance. 50/50 down the middle, which is, ideally, where balance should land.
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Technically speaking, the Emblem system DEMANDS you get the 4K. The higher rank you go the more you are pressured into performing like a god so that kind of goes against the 2 kill/2 escape philosophy.
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@Peanits addressed this quite recently. If you are getting an average score (in this case 2K most games), you are at the rank you belong in based on your average skill. If you are performing above the baseline, you have earned a rank up. If you are performing below baseline, you get the depip.
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So the safety pip isn't a draw but that your own skill is leveling itself out, if you get a pip you're getting better at the game.
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Copy paste from another thread.
2 kills 2 escape balance is BAD
At red ranks where pipping requires 13 points. A 2 kill 2 escape game would result in a black pip or a depip 9/10 times. In order to advance in this rank you have to, by BHVR's definition of balance, overperform. Thus whatever killer you choose to play will show up on the Devs stats as in need of slight tweaking.
Being that Nurse was the most popular killer at red ranks, she ofcourse would require 3-4k a match to even be there. Because she is hard to play, low rank baby Nurses usually don't perform very well balancing the numbers. But because of being the killer of choice at a rank that requires more than 2k to advance in, she was overperforming and in need
nerfsslight tweaks.Spirit, not requiring to use her power to kill low rank survivors and being effective enough to get over 2k in red ranks to rank up, is next on the chopping block. All because BHVR has two conflicting ideologies.
The issue trying to balance the game on two kills two escape is that matches are not played on even fields.
Ranking System
The ranking system itself isn't a measurement of skill but how much time you put into the game. Anonther being who you are matched against. If you constantly play against bad players you will rank up even if your skill level doesn't reflect that rank. You also have good players stay at lower ranks playing against bad players.
Matchmaking
Matchmaking pairs killers and survivors with varying ranks up to 6 in either direction. In worst case you could have survivors up to 12 ranks apart. A rank 4 killer could potentialy face four rank 10s and vice versa. It is easy to see the outcome of these types of matches.
Why 2k 2 escape?
Because it's easy. If you ignore whats behind your data it's the most logical way of balancing. Devs have said they don't purely look at the escape rate but what else do they have?
Solution?
Individual skill needs to be messured. Either this is something that can be tracked in the background or in a way the player can see. If a player can 4k with every killer then its the player that is good and not the killer they choose. There are systems already out there that measure player skill level that could be adopted. One of those is the Elo rating system that rewards points based on who you face and their score compaired to yours.
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@HatCreature Yes, precisely.
@Mr_K But you can't balance for an overperformance. By balancing it in the direction of favoring one side or the other, you are asking one side to be okay with losing most of their games.
(Addendum) Also, yeah. To advance in rank, you have to overperform. Like if you're competing for a promotion at work, you have to go above and beyond to advance.
That's the exact point of a ranking system. It's meant to put you in player pool of opponents that match your skill level so that there's more of a "back and forth" and less pleb stomping.
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Because there are 4 survivors, no more or less.
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What is a win? For a survivor is it escaping or doing well enough to pip? For killers, is it a 4k, 3k, or 2k? Do kills matter if you pip as killer? It may not be possible to pip at red ranks with 0k but its possible at the lower.
If skill is tracked, a low skilled killer going against high skilled survivor would show issue if that killer is able to 4k. If this happens often enough then you can use that data to determine that killer is doing too well and making up the difference in skill level of the player behind it.
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You got better or you got lucky. There's a lot of RNG in this game that can have a big impact on the game's outcome. There are also killers that make ranking up a lot easier than others.
The ranking system now is a bit of a joke when comparing it to other games, like in Quake where the skill cap is so much higher that your rank is deserved. Here, you can rank up on either side as long as you have a decent understanding of the mechanics and play a lot. I'm not saying that rank doesn't matter, but it's not a true indicator of skill.
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The devs don’t want either side winning over the other thus wanting a 2kill/2survive
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It's average, not mode.
Most games will not be 2k's even if 2k is the average.
If I had to guess the mode would be 4k.
Not because most games are 4k's, but because I would expect a more even split between 0k's 1k's, 2k's and 3k's for a variety of reasons, while a 4k is the result of an early snowball. So while a losing Killer could lose but still get a kill or 2 in anyways a winning Killer will almost always 4k, especially if they slug.
This is disproportionately true in low ranks, but even in red ranks its hard to win a 3v1 against almost any red rank Killer, meaning that if their team has a weak link that is quickly eliminated then a 4k is almost guaranteed, but when the team is escaping the Killer will sometimes secure a 1k anyways, but sometimes won't for a 0k.
Either way that makes a 4k the most common result even if it isn't the majority of games.
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Yeah it's cool if you don't care about rank. But even if you kill/sac 2 people you can still de-pip. In higher ranks, you'll safety pip at best using that as a template to stop "overperforming".
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It doesn't make sense to describe an individual player as overpreforming regardless of how consistent they may be.
The whole idea behind an individual Killer or Survivor perk or whatever overpreforming is that people that take it do better than those that do not, but for an individual that is doing well it's often just due to a Skill difference rather than a mechanical advantage, in which case you would also see a lot of lesser skilled players who are NOT preforming as well.
However when checking a Killer as a whole you should ideally expect Skill to even out, since even if only the best players were using the Killer they should also be facing the best Survivors.
While there are still flaws here with the execution, the core idea of it evening out to a 2k average eventually is not itself the flaw, or rather concluding balance decisions given that ideal isn't anyways. The ideal itself has issues but it's more to do with the specific number chosen and not anything to do with the fundamental part you are trying to criticize.
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I think it's not that they want a 2k every match. I believe the idea is they're aiming for a balance that has that overall result. Meaning if you look at the kill rate across all the matches in a given time they will average out to a 2k. The basic idea being if you achieve that killers aren't getting steamrolled with 4 man escapes. And survivors aren't getting 4k wrecked every match.
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My ACTUAL counter argument is that while neither of those individually would be happening every match.
Both of those combined WOULD be happening every match.
Meaning that 1-3k's wouldn't ever happen since it would throw it off such that the winrates for each role would be different.
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The issue you have now are measurements of outcomes. If a group of high skilled survivors go against a low skilled killer the outcome is highly likely to end in four escape. Same for a low skilled team against a high skilled killer. These type of matches need to be tossed out. Matches need to be evaluated when the skill levels of all players are near eachother.
If such a system existed, matches should be setup based on that system.
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I doubt its the only stat they look at, or even the primary stat. Its just the stat they've shared and that the community has latched on to.
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It really is a rather complicated question when it comes to DBD. "What is balanced?" I think the OP is confused about the actual goal set by the devs. It isn't intended for every single game to end with 2 kills and 2 escapes. That isn't even a thing. They are looking at averages over hundreds of thousands of games played. Why 2 kill average though? Think about it. Assuming an even distribution of player skill and resources, what other metric would be fair?
If the goal was 3 kills on average then playing as a survivor would be an awful experience and not enough players would choose to be a survivor and game lobby times for killers would be awful. If the goal was 1 kill on average then playing as a killer would be an awful experience and not enough players would choose to be a killer and game lobby times for survivors would be awful. But if the goal is 2 kills on average then both sides would have a reasonable chance at success and an enjoyable experience and continue playing the game and lobby wait times for everyone is reasonable.
In reality the game works very much the way the OP wants it to. As a rule, whichever side deserves to win generally does. Which results in an average of around 2 kills per match. The game is more balanced than most players give it credit for. Is it perfect? Ask 100 players and you'll get 100 opinions on what would be balanced.
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That issue isn't with the 2k balance ideal. It's a problem with the emblem system.
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Crazy how this concept is so difficult to understand for some people
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except thats bs. You an derank with a 2k+ especailly at r1 , because it isn't actually balanced around kills. Namely the gatekeeper emblem will constanly ######### you over because survivors control the speed of the generator completion. EVEN if you play 100% gen defense you can't stop gens from being completed and you absoluteley won't win agains good survivors.
I'm not saying its bad game design or wrong. I'm just saying its bs to claim the current game play is balanced.
Personally I don't think it needs to be. Survivor eblems just need to be changed.
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All I'm saying is that 2 kills is vague when you read it on a paper and you don't consider how killers may get 2 kills. 2 kills isn't hard to get if you play a more patrol/campy-esq type of game, which you have to do if you lose gens quick. There's more to consider than just "Does killer get 2 kills?"
Just like when you go up against 4 man SWF that are, as you say, equally skilled as the killer. You're not going to get 2 kills unless you play a bit more scummy or you're playing a higher tier killer. When killers knew they were playing a sweaty SWF squad, for whatever reason, they'd pop on Spirit or Nurse.
Eventually you just pick any killer and accept your fate because unless you're a god tier x killer, then you're just not allowed to use your skill and a killer with an active power to get more than 2 kills, that's overperforming and wrong!
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I think two kills two escapes is fair for both sides. Also, if survivors never had a chance of surviving what would be the point of playing that role?
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This. It's the same approximate balance target as any other competitive video game. If you play Street Fighter versus an equally skilled opponent, you should ideally each win half the time. The equally skilled part is the thing that most people fail to grasp, along with the fact that games need balance targets in order to function.
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In general if I'm playing killer 2:2 is a draw, 3:1 in either direction is a win, and 4:0 is just a landslide victory (either big screwups were made or the skill level was matched really poorly).
2:2 is a balancing goal which is their attempt at what an "even match" looks like. That being said, the current ranking system is garbage, where you can get chased for 3 gens and get silver evader. 2 survivor kills themselves on first hook? There goes your double pip. All in all the emblems have been getting better (at least survivor side with pallet stuns being added to boldness emblem etc) but they have a LONG way to go.
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2k is the average that can please everyone, since it means both sides have an equal amount of wins and losses. If it wasn't this way, too many wins would make the game too easy and boring, viceversa too many losses would make it too hard and frustrating. Both situations can induce people to stop playing the game.
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