K/D Does NOT Represent Skill - a PSA

It has come to my attention that people in the Halo community have taken to using K/D as a measurement of skill. While K/D might be a fun stat to look at, it is not in any way an indicator of skill. I am currently level 130, with over 145 hours played in War Games. I was a complete Halo 3 junkie that got to level 46, but never played Reach for more than a few hours. My slayer K/D in Halo 4 is 1.21, and my overall K/D is 1.13. You might say that’s not impressive, but the surprising thing is that I am actually a very, very good player, not that I expect you to simply take my word for that. Instead, let me just explain why K/D does not accurately reflect a player’s skill.

In this topic, I’ll only be discussing Slayer K/D, and why even that is not representative of skill. Objective gametypes are such an obviously flawed and moot point in terms of K/D that it is not even worth covering. Let me also remind everyone that with Team Slayer Pro gone, all that is left for determining Slayer K/D is Infinity Slayer, Big Team Slayer, and SWAT. I don’t think I have to even mention the problems with these gametypes in determining “skill”, but I will anyways, in case people failed to notice.

Slayer K/D can be padded by camping and camo sniping, which often leaves your team with little or no backup. People who are obsessed with K/d will often stay out of high-traffic areas and avoid helping out their teammates when they are under fire. A common k/d spread for a k/d padder would be something like 10 and 2 with 1 assist. I often times get K/Ds like 25 and 15 with 10 assists, which puts my K/D at that game at 1.67, whereas the K/D padder will get 5, even though he contributed much less to the game. I personally don’t care about K/D, but it bothers me that people still think that such a thing represents skill. Players like to single out other players for this kind of thing and boast a higher K/D, belittling others because of a largely irrelevant ratio, encouraging others to only pad their K/D in a similar manner so that they can belittle others like they have been belittled in the past. Since only overall K/D is shown in the service record (unless you want to dig for it online) this unwanted purposeful tunnel-vision often seeps into objective playlists.

As a level 130, one thing I have noticed is that the more you play, complete challenges, and master commendations, the lower your K/D gets. Here’s a few reasons why.

-Lag issues: they simply break multiplayer at points. If host is not you, then you are at an immediate disadvantage if connections start going haywire.

-SWAT, instant respawns, and bad spawnpoints: all of these make it easy to go -15 in a game on Complex due to the fact that you are spawned according to distance, not field of view. AS such, players camping on rooftops will be able to DMR snipe you the second you spawn. This has happened to me on numerous accounts. SWAT is probably the sole reason my K/D is in the state it is in now. Shoddy hit detection, host hitscan priority and limiting myself to a pistol for commendations, even on complex, did no favors for my slayer K/D.

-Team coordination: If you’re not playing with friends, then it’s likely that your team will not have it. It is also likely that the enemy team will be communicating and backing eachother up. This isn’t something you can control, as players are matched randomly. If you’re being teamshotted by DMR’s and your partners are busy cloak-crouching around corners with boltshots so they can pad their K/D, then you’re sh** out of luck.

-Ordinance: It is present in the two most populated playlists, and can determine your K/d by a factor as much as 15. If you get grenades/needler/speedboost as an ordinance four times in one match, while the enemy team gets incineration cannon, binary rifle, damage boost DMR, etc., then there is very, very, very little you can do to compensate for the imbalance.

-Commendations: these encourage players to try new weapons and different loadouts after mastering one. I have currently mastered the Shotgun, Pistol, Battle Rifle, DMR, Energy Sword, Plasma Grenade and Frag Grenade. Right now, I use a carbine, which is less advantageous than the all-purpose bullet-magnetising DMR that has double the aim assist. I personally like the carbine as it is more skill demanding, but I feel I am robbed of a lot of headshots that I would have gotten with a BR or DMR. It’s certainly a taxing weapon to learn to use, as it actually requires skillful target tracking, and is practically useless at long ranges. Soon enough I’ll be using the Light Rifle, which is considerably less effective at close ranges than any other primary loadout weapon, and is still less effective than the DMR at long ranges.

-Trueskill matchmaking: It exists in multiplayer, although it is not a visible ranking. Players are paired against other players with a similar degree of skill, balancing that player’s K/D closer and closer to 1.0 the longer they play. If you don’t believe this, try bringing in multiple friends who are either wholly more or less skilled than you are, and you will find yourself unevenly matched against players that were selected to the party’s average trueskill.

This has been a Public Service Announce to explain why K/D does not represent skill. If you agree or disagree, please post why, I’m curious to hear your thoughts.

I agree with you. I recently began to play Swat for UNSC wep commendations and my k/d started going down the drain due to those two things.

Means nothing with truskill running in the background.

i agree that k/d isn’t proportionate skill. but i’d say some very skillful players pad their k/d just because they want to troll others.

I don’t get the whole assists thing.

Whether I pull a 25-5 or a 14-12 I will get somewhere between 6-12 assists per game.

By my math I am averaging 17.4 kills per game and 8.5 assists per game.

It is 100% smarter to stay back with a DMR and shoot you wackos in the head while you run around spraying ARs and fistfighting, and insta-respawning just to rush back into the mix to do it again. Don’t think that I’m padding my k/d because I’m smart enough to dot the two guys in the head that you thought you were going to murder with your AR/macho man elbow drop tactics.

That is not stat-padding, nor is DMR’ing the kids who keep rushing the flag to death, over and over, to keep them from retrieving it and restarting the 35-second timer to restore it to it’s original point on the map. The point of CTF is to keep kids from getting the flag.

  • Dude who played 1,000+ games of SWAT in Reach with a 1.8 k/d overall

To me k/d represents how you approach the game more than skill per se. Some people like myself prefer to snipe and be caculating when not sniping. Some like to run out and go kamikaze. In the end you should play to how you feel most comfortable. I feel any good team needs both types of players and I don’t criticize either. Like most team sports you need a variety of players. If everyone camps you lose if everyone charges you lose.

> Means nothing with truskill running in the background.

I’ll add this to the list.

The most simple reason for why K/D doesn’t matter for skill is the fact that it’s not absolute. In a simplified scenario, 1v1 Slayer, K/D is the difference in skill. If you put two exactly likely skilled players against eachother, their K/D would approach 1.00. So, essentially, what K/D shows, in a 1v1 scenario (really important), is the skill difference between you and your opponent. So, in a perfect world, with a perfect matchmaking system, everyone’s K/D would equal 1.00, regardless of skill. In other words, good K/D doesn’t mean you are good, it merely means that the players you play against are below your skill level.

Of course only in a perfect scenario, that is. In team games, style of play contributes so much that it gets even more skewed. As said in the OP, a player might go 10/2 or 25/15. One gets a higher K/D than the other, but that doesn’t equal said player being better than the other.

Finally, going beyond individual match K/D, and to the world of K/D tracked all across matchmaking, the K/D gets skewed by objective, BTB, and potentially some easy gametypes such as Infection and Grifball. At that point, your K/D is nothing more than a sloppy representative of your primary gameplay habits. Have a K/D over 2.00? You either play BTB, play in a team, or both. Have a K/D between 1.50 and 2.00? You either play BTB or against players far below your skill level.

That’s all there is to K/D, and that’s the reason it should only be used very, very loosely as an indication of skill.

> The most simple reason for why K/D doesn’t matter for skill is the fact that it’s not absolute. In a simplified scenario, 1v1 Slayer, K/D is the difference in skill. If you put two exactly likely skilled players against eachother, their K/D would approach 1.00. So, essentially, what K/D shows, in a 1v1 scenario (really important), is the skill difference between you and your opponent. So, in a perfect world, with a perfect matchmaking system, everyone’s K/D would equal 1.00, regardless of skill. In other words, good K/D doesn’t mean you are good, it merely means that the players you play against are below your skill level.
>
> Of course only in a perfect scenario, that is. In team games, style of play contributes so much that it gets even more skewed. As said in the OP, a player might go 10/2 or 25/15. One gets a higher K/D than the other, but that doesn’t equal said player being better than the other.
>
> Finally, going beyond individual match K/D, and to the world of K/D tracked all across matchmaking, the K/D gets skewed by objective, BTB, and potentially some easy gametypes such as Infection and Grifball. At that point, your K/D is nothing more than a sloppy representative of your primary gameplay habits. Have a K/D over 2.00? You either play BTB, play in a team, or both. Have a K/D between 1.50 and 2.00? You either play BTB or against players far below your skill level.
>
> That’s all there is to K/D, and that’s the reason it should only be used very, very loosely as an indication of skill.

Dominion is the new K/D boosting grounds. Ran into a guy that had some stupid K/D that only was sniping in the hole in the cliff on Exile. Didn’t realize what he was doing till after the match but we ended up playing on Exile again. This time I grabbed banshee and bombed him out of there and he promptly rage-quit to protect his K/D. I had to send him a lolz message for that. Personally I like going for commendation progress over a high K/D.

My Dominion K/D is 0.8. Often times it would seem I’m the only person on my team who is willing to interrupt a capture so that we can receive the points from a resupply with 5 seconds remaining. I’m usually rewarded with my feet being glued to the ground and grenades being tossed into my nostrils, but at least it helps the team.

> Dominion is the new K/D boosting grounds. Ran into a guy that had some stupid K/D that only was sniping in the hole in the cliff on Exile. Didn’t realize what he was doing till after the match but we ended up playing on Exile again. This time I grabbed banshee and bombed him out of there and he promptly rage-quit to protect his K/D. I had to send him a lolz message for that. Personally I like going for commendation progress over a high K/D.

Now that you mentioned it, I have noticed that Dominion easily grants you a good K/D. All my Dominion matches have ended up with pretty high K/D. Not that I intentionally go for high K/D, but my play style is usually more defensive, and I end up defending the bases while sniping from my own base and killing the opponents who try to assault it.

> My Dominion K/D is 0.8. Often times it would seem I’m the only person on my team who is willing to interrupt a capture so that we can receive the points from a resupply with 5 seconds remaining. I’m usually rewarded with my feet being glued to the ground and grenades being tossed into my nostrils, but at least it helps the team.

I’m back in Dominion right now to work on my UNSC and Forerunner ordinance commendations (really want a covenant dominion map!).

Why was this thread moved to General Discussion? This is an issue that is strictly directed towards Halo 4 players. Is there a way I can formally request for it to be moved back?

> Why was this thread moved to General Discussion? This is an issue that is strictly directed towards Halo 4 players. Is there a way I can formally request for it to be moved back?

Probably because it would quickly turn into a flame-fest in there unfortunately.

> > Why was this thread moved to General Discussion? This is an issue that is strictly directed towards Halo 4 players. Is there a way I can formally request for it to be moved back?
>
> Probably because it would quickly turn into a flame-fest in there unfortunately.

Rather than this rather civilised debate. I’d say that I don’t give a flying -Yoink!- about my K/D as it is basically a stat on some cold -Yoink- computer program. Halo, and other games, are GAMES, to be played for entertainment, also known as fun. If your fun is sitting motionless in a corner invisible for hours on end then I don’t know what the world is coming to. Not trying to flame, just don’t understand the reasoning.

> Not that I intentionally go for high K/D, but my play style is usually more defensive

And this is why you wind up with a high K/D … because you play Defensive, aka smart.

People need to realize that if you’re respawning a ton, you’re not doing something right and not helping the team (especially in Slayer). Even in objective games if you’re respawning all the time you’re not helping to catch/hold/anchor the objective.

I agree that K/D is not an indication of true skill. K/D is a combination of playing style and skill, but in my opinion, a player who is “very, very good” is going to be above 1.21. That is a fairly low K/D. Most people I know who are very skilled at the game hover above 1.6.

> > Not that I intentionally go for high K/D, but my play style is usually more defensive
>
> And this is why you wind up with a high K/D … because you play Defensive, aka smart.
>
> People need to realize that if you’re respawning a ton, you’re not doing something right and not helping the team (especially in Slayer). Even in objective games if you’re respawning all the time you’re not helping to catch/hold/anchor the objective.

It’s like my mate, “I’m going for the objective, I’m going for the objective” Sitting in a camping spot, hitting the enemies miles away from the flag.

> > Not that I intentionally go for high K/D, but my play style is usually more defensive
>
> And this is why you wind up with a high K/D … because you play Defensive, aka smart.
>
> People need to realize that if you’re respawning a ton, you’re not doing something right and not helping the team (especially in Slayer). Even in objective games if you’re respawning all the time you’re not helping to catch/hold/anchor the objective.

If everyone was playing defensively, there would be no progress and the game would slow down to a standstill. In fact, as far as Slayer goes, there is hardly any actual defensive play because there is nothing to defend. There is nothing to justify sitting in a single location during a Slayer match unless the map design is so bad that it’s only centered around one strong location.

Secondly, it’s not about dying constantly. Consider the example where one player goes 10/2 and the other goes 25/15 in a match of Slayer. Can you, with certainity, say who was more useful to the team? What about 15/10 and 25/21? Heck, if in a 2v2 to fifty kills one player goes 15/0 Perfection and the other goes 35/25, who is the better player here?

It’s all a matter of play style, not skill, where you K/D ends up. It’s somewhat irrelevant do you play carefully or aggressively. If you are good, it doesn’t matter if you play aggressively and end up with a K/D of 1.33 or play carefully and end up with 2.00. So, no matter what, K/D really doesn’t matter.

> > > Not that I intentionally go for high K/D, but my play style is usually more defensive
> >
> > And this is why you wind up with a high K/D … because you play Defensive, aka smart.
> >
> > People need to realize that if you’re respawning a ton, you’re not doing something right and not helping the team (especially in Slayer). Even in objective games if you’re respawning all the time you’re not helping to catch/hold/anchor the objective.
>
> If everyone was playing defensively, there would be no progress and the game would slow down to a standstill. In fact, as far as Slayer goes, there is hardly any actual defensive play because there is nothing to defend. There is nothing to justify sitting in a single location during a Slayer match unless the map design is so bad that it’s only centered around one strong location.
>
> Secondly, it’s not about dying constantly. Consider the example where one player goes 10/2 and the other goes 25/15 in a match of Slayer. Can you, with certainity, say who was more useful to the team? What about 15/10 and 25/21? Heck, if in a 2v2 to fifty kills one player goes 15/0 Perfection and the other goes 35/25, who is the better player here?
>
> It’s all a matter of play style, not skill, where you K/D ends up. It’s somewhat irrelevant do you play carefully or aggressively. If you are good, it doesn’t matter if you play aggressively and end up with a K/D of 1.33 or play carefully and end up with 2.00. So, no matter what, K/D really doesn’t matter.

It’s not the turnout of a little number, it’s how you got there and how many stupid things happened on the way (5th campaign mission and the Elites using Ghosts to get into space, happened twice and was hilarious WTF moment)