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A great example as to why the Emblem system is broken
Last night, I was playing Killer on Disturbed Ward and ran into this situation:
- Feng on a hook
- Yui on a hook
- Nancy slugged in between them and not moving.
- Jane is somewhere on the other side of the map.
- There are no more hooks nearby.
Would you
A. Secure the three kills and just wait for Jane to show up
or
B. Run to the other side of the map to look for Jane and risk her saving everyone and possibly changing the entire match?
I chose option A because I don't like giving Survivors second chances when they screw up. My Static Blast thankfully found Jane so I knew where she was. Yui had died at that point and Feng was nearly dead. Nancy had just began to move, so I felt like I could go hunt for Jane. I quickly found and hooked her and Nancy to finish out the match.
When I get to the end game screen and see that I got brutal, I prepare myself for some BS reason. I look at my Emblems and it turns out I was right about there being BS.
The game penalized me for securing THREE kills. Not one, not two, but three Survivors. It’s absolutely insane that this game is punishing Killers for making smart decisions and not handing out second chances. Am I really supposed to give up my advantage and give all of the Survivors second chances to escape even though I punished them for their mistakes? I’m completely done with playing to rank up as Killer now thanks to this sad excuse of a ranking system. Now I’m just going to focus on getting four kills.
Comments
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I have to let survivors unhook all the time for my BPs. I have to make them think they have a chance because I lose BP and emblem points if they start killing themselves.
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You're rank 1, does it really matter?
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It really depends on how many gens are left. If theres 5 left ill ######### off somewhere and let jane unhook the 2 and pick the 3rd uo. If they looked particularly bad i might even let them heal.
If theres 1 gen left im setting up a tent.
The emblem system isnt designed to track skill in getting kills efficiently, its set up to encourage lengthening the match as much as possible. Same thing happens to survivors, if they gen rush to hard and you only get 1 or 2 hooks theres a good chance theyll depip, probably safety. This is why you see some squads get 4 done then start to bully the killer. They want those bps and pip points.
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as someone else said, you're still rank 1.
That said, you chose not to chase, so you didn't get rewarded for chasing. Pretty straightforward
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Losing 15% in Chaser from camping means you spent a LONG time within 16m of a hook. I mean a LONG time!
If my math is right and I am understanding this properly. 15% of Chaser equals 380 points out of the 2,500 total. And you lose 3-7.5 points per second you are within 8-16m of a hooked Survivor. So to lose 380 points, that means you needed to spend anywhere between 50-126 seconds camping a hooked Survivor AFTER the initial 10 seconds it takes to start losing Chaser points.
That is quite frankly, a freaking lot of hard camping. It is also making me question your story as to earn a Gold emblem in Devout you need 8 points, 3 kills only gives 6 points. So you would have needed those 3 kills and to hook all 4 Survivors at least once for 1 more point AND have a total of 9 hooks in that game to earn the final point to total 8. Gold Malicious supports the gold Devout having 9 hooks as you have to land a fair number of hooks for a gold Malicious emblem.
Something isn't right here. That much camping in a game with THAT many total hooks? It doesn't add up unless it was a total farm. Even then it feels wrong and doesn't match your story at all.
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Eh, it's a bizarre system and one I've decided to ignore completely outside of tome challenges. Oddly enough, since I've opted to ignore it I do better and stay at rank 2 to 1. That might be because I choose not to multihook and slug people though. I hate being in that situation when I play survivor so unless the crew is acting cocky or something I avoid doing it. I also get more bps when I let people save, and I like my bps.
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I think piping should be reworked and be untied from BP gains.
Killer:
4kills = 2 pip
3 kills = 1pip
2 kills = nothing
1 or less kills = -1pip
Survivor:
4 survived = 2 pip for everyone
3 survived = 1 pip for everyone
2 survived = nothing for everyone
1 or less survived = -1pip for everyone
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Terrible idea, and one that would cause extreme frustration to those who do care about their rank.
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I will admit that this came from my memory so some things might have sounded off.
Here is a video starting from when I first hooked the Feng. You’ll see that I have one BBQ stack already, and that’s from Yui. I left that hook immediately, so she couldn’t have contributed to my Chaser penalty. This was uploaded straight from my PS4, so the quality isn’t the best.
Seems like you guys are just looking at my rank and ignoring everything else. My rank isn’t the point here. Who cares about that here? My problem is that the Emblem system is crappy and punishes me for not giving Survivors second chances. I didn’t expect any extra rewards, but I shouldn’t have been punished either. Would you have brought up my rank if I had been at purple, green, or even yellow ranks?
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I misunderstood your original post then. Assumed you said you ended with just a 3 kill game. It being a 4 kill explains the gold Devout and Malicious.
Chaser though. You hard camped that game and earned those negative points by standing right next to Feng for the majority of the time she was on a hook. You simply got greedy for kills and wanted to secure Feng without any reason to do so. Once Yui died you should have just hooked Nancy and given Jane a chance to save Feng.
Odds are you would have got a 3 kill anyway but with more overall blood points while avoiding being punished in Chaser. Ending in you earning a pip for the added effort and risk. A 4 kill would still be rather possible as well.
Killer may be called killer, but killing isn't the sole goal of Killer. Survivors want to end the game ASAP, Killers want to draw it out. If Killers kill too fast, then by the lore they are failing to torment the Survivors enough and are offering poor meals to the Entity. Meat that's not tenderized or seasoned is still a meal, but it doesn't taste as good. So rankings have been adjusted to enforce that lore and reward Killers for extending games as long as possible while punishing them for ending the game too soon.
Wanting Killers to stall also tends to make for better gameplay on both sides. The closer a game gets, the more intense it becomes and that is where most of the fun in PvP games is.
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first of all, you didn't get punished, you just didnt get rewarded. Second of all, I'll say it again - you chose not to chase, so you didn't get rewarded for chasing. It's not about giving second chances, it's about playing a match in it's entirety. As you chose to end the match early, you didn't demonstrate your ability to chase and therefore had a bad chaser emblem. Honestly, it's not rocket science. You don't have to be that smart to understand this.
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