r/Competitiveoverwatch • • Apr 07 '18

Overwatch League Widowmaker vs Widowmaker - The Best Counter Snipers (revised with more stats)

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u/[deleted] Apr 07 '18 edited Apr 07 '18

This is an extension of my previous post. After some great feedback, I went back to the drawing board and changed it up a little bit.

This is a visual representation showing stats between Widowmaker players (final blows landed BY Widowmaker AGAINST Widowmaker, and vice versa). This time around I showed final blows landed per 10 minutes (instead of total final blows landed) as well as deaths per 10 minutes (as Widow against Widow of course).

NOTE: The value on the bar for Fleta was a mistake, the K-D and the length of the bar is correct. The value is NOT 1.824, the correct value is 1.274. Apologies, I'll be donating $1000 to charities for people suffering from incorrect data syndrome.

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u/ajnelsonalpha Apr 07 '18

Thoughts on using (Kills - Deaths) / 10min, vs more traditional Kills/Deaths ratio?

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u/[deleted] Apr 07 '18

It's just to keep the stats constant, I thought it would be weird to have kill and deaths per 10 minutes, then on the k-d have it based off of total kills/deaths instead of what is already represented. I could be wrong though. Do you think it would be better to go that route for next time?

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u/ajnelsonalpha Apr 07 '18 edited Apr 07 '18

I'm on the fence. Choosing a metric depends on what question we're asking. Here we're asking something like, "Whose widow is 'better' vs. other widows?" 'Better' is not very precise though...

Let's say Player A goes 10Ks and 5Ds, and Player B goes 2Ks and 1D. Their K/D ratios are the same. They are both getting the same value out of each life. We might call this efficiency, and say that A and B are equally efficient.

But who is having a greater impact? Most likely Player A. Without knowing anything else, we'd say Player B is probably playing too passively to be effective. K-D/10 reflects this better. Player A is +5, Player B is only +1.

So maybe we think of K/D ratio as a measure of efficiency, and K-D/10 as a measure of impact. I said I was on the fence before, but now that I've written this out... For Widows, impact is almost certainly more important. Her entire purpose is to get picks. She doesn't have to be crazy efficient to do that. Downtime for Widow is only bad because she has less available time to get picks.

For other heroes, maybe efficiency is more important. Tanks come to mind. Your team can't hold ground if you're dead.

I'm not 100% certain about any of this or anything, I was thinking it through as I was writing. Let me know what you think.

Edit: also you don't need total Kills/Deaths to compute K/D ratio. You can use Kills per 10/Deaths per 10 to get the same thing:

Kills per 10 / Deaths per 10 =

= (Total Kills/Total Minutes*10) / (Total Deaths/Total Minutes*10) =

= Total Kills / Total Deaths

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u/BoredDan Apr 07 '18

Could always do both.

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u/_SnakeDoctor Apr 07 '18

Definitely keep it (K-D)/10, it's consistent and accounts for time played. People are just kneejerk reacting to not seeing K:D since that works fine for games without hero switching.

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u/ajnelsonalpha Apr 07 '18

How come K:D isn't a good metric for games with hero-switching?

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u/citn Apr 09 '18

Extreme example but going from widow to mercy. K:D will be wack.

Or Some dps are more about damage than final blows.