http://dbd.game/killswitch
Survivors shouldn't pip if they die
This is coming from a survivor main, but I don't think survivors should be rewarded a pip if they die in the match, yes you can be tunneled or camped to death, but if you die, then at most you should gain a safety pip, even if you have say 30 thousand points.
The reason being is the objective as the survivor is to survive, and the killers objective is to kill, so if you're dying in the match, it doesn't make sense to me for the survivor to rank up and be paired with even stronger killers who will kill them faster, even if the survivor manages to get 20k+ points.
I see a lot of survivors who shouldn't be in the red ranks. I'm also not the best survivor, I don't really know how to pull off window techs or flashlight saves, I don't even really attempt them, yet escape or die I find myself in red ranks sooner or later.
TL;DR
The most pips a survivor should attain on death is a safety pip.
To qualify for a pip or double pip the survivor must survive the match.
Comments
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That would punish the players doing gens and having chases doing a good job and potentially reward the worst player who gets out with hatch.
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If the survivor only skill is being a gen jockey and isn't able to survive a chase, or at least delay the killer for a reasonable amount of time, then that gen jockey really shouldn't make it to red ranks. As long as the gen jockey made a meaningful contribution they would still get their points and a safety pip so they won't derank.
Given that the hatch can be closed, I'd say these days if a person is lucky enough to find it or open the gate after their team did horribly or was outplayed, they deserve their pip tbh.
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Hard disagree. If anything, escaping should be less "required", not more. Escaping should basically the equivilant to the Killer getting a 4k at 5 gens.
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Yes everyone just camp the hatch the whole game.
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Well, if the hatch is a potentional problem then an easy fix is that if they escape through the hatch, then they only get a safety pip. Which would be no better than dying.
That way the rank system is able to seperate the wheat from the chaff so weak survivors don't end up in red ranks.
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I'm not a fan of this suggestion, you can play a great game and still die, on the contrary you can play a rubbish game and still escape. I think for the most part the piping system (once the bugs are fixed) is mostly fine.
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Are you ok with killers not pipping if they don't get 4k?
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While that's true, I do think we need to look into the pip system, you get people who will suicide on the hook to de-rank, you sometimes get AFK killers who want to de-rank, survivors and killers both do these things because they don't find red ranks fun.
Which is the whole reason why I'm suggesting that only survivors who survive the trial should get a pip. There really isn't any reason to reach red ranks, and lots of people complain that red ranks are not fun for them. Which makes a lot of sense when you consider the best survivors and killers ultimately get to red ranks, but if they're mixed in with mediocre survivors and killers, naturally they're not going to play well against them, so what are they doing there? Why is the rank system progressing mediocre people instead of aiming to match people on the same or similar skill level like any proper ranking system?
There isn't really any reason to rank up, so I'm not sure why people are getting jaded by suggesting we aim to have a pip system that is based on merit. One of the ways of separating the wheat from the chaff that I can think of is by a system where the survivors gained pips by escaping the trial. Should a survivor in a trial perform well but died then they absolutely should get a safety pip, that secures their position in the rank, without progressing or regressing.
It's not like this change would prevent survivors who die constantly from reaching red ranks, as long as they perform well in the match and died they still gain a safety pip securing their position in the rank. It just means their progression up the ranks will be slower as they need to survive the match to reach red ranks. However, what it does mean is survivors who die a lot but are under performing won't find themselves climbing up the ranks being paired with even stronger killers.
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We already had a system for killers that was like that, and it was called the Victory Cube, but it wasn't as busted as your proposition.
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If you don't pip if you die then everyone will just open the gate and run out at the end, leaving everyone still in the game to fend for themselves. It would also give more power to Noed which is already a frustrating perk for solos to contend with.
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The issue that I see with this, you will get very good players deliberately getting themselves caught at the end of the match to avoid a pip and stay in lower ranks - although, this should not be an issue with the upcoming MMR.
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It would make solo unfun and feel terrible
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I got chased for 3 gens, popped 1 gen, and got multiple saves. Left to die on first hook though. Guess I don't deserve a reward.
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I had an idea in the past for a change to the pipping system that did technically make it so Survivors who died did not pip naturally, but they could still have the ability to pip if their team won/tied (2+ escape, basically) and the players who died did well with Emblems. Basically, if you did well with emblems, your pip result would be upgraded (i.e. de-pip becomes black pip, black pip becomes pip, and pip becomes double pip).
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So, If I do 2 gennys. A totem, search a chest. Save 2 people. Heal a few. Have some good chases. And go back and save a guy with BT at EGC and go down to NOED. I should only safety?
No thanks.
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No, if anything getting chased should be more rewarding than it is right now. Crouching in a corner somewhere, waiting for your team to die so you can take the hatch is something everyone can do.
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No offense but this is a dumb idea especially for solo players. Let's say I get a super inefficient team and they just quick and quiet the entire game trying to avoid the killer at all costs and I do lets 3 gens, escape a chase, rescue at least one survivor and get a couple of heals in there too. So essentially you've carried your team to the exit gates being open and then you go down at the very end and get one hooked because the killer camps the hook to secure their measly one kill. You don't get at least one pip for being the reason the other 3 got out?
Here's another example lets say you aren't on gens a lot but you take the killer on long chases and your team mates are on the gens during this time and you're doing a good job keeping the killer away and allowing the gens to be completed. The killer finally gets you at the end and again being a big reason the exit gates got open, sorrryyyyy no pip for you maybe next time you won't be efficient and just hide and we'll let you pip.
Nonsense idea. Reward people based upon how much they complete in a match and how much they were part of the exit gates being opened and the overall survival of the team.
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This would probably mean I would not be altruistic at all once the gates are powered. If it happens to be you on the hook at that time, you're dead far as I'm concerned. It will also push people to be more immersed which I don't think is healthy for the game.
Then there's the guy who ran the killer for five gens only to fall at the end. Guess it would suck to be that guy after all that effort if surviving was requirement for pip.
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Haha The Blendettes would love this! Make your team do all the work then lurk out as soon as you can.
No. The best games I've had as a survivor haven't necessarily been ones where I've escaped. It's about the journey, not the destination.
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Probably would not solo anymore - would need an swf.
People you can depend on who won't dc or otherwise screw you over.
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Bad idea, I'd be totally fine with ranking up being harder but that should be a more general tweak and not just "escape or else". The survivor that basically carried their team by working their ass off on gens, saves, chases and getting that hex totem and then ending up dying at the end should still be rewarded for it.
Not to mention it offers people a 100% controllable way to only have to derank once and then stay in low ranks forever. Imagine a team that genuinely has malicious intent chilling at rank 15 forever because they farm and annoy the everliving hell out of the killers they go against but die on purpose at the end. Hell the killer couldn't even go afk to try to force them to take the rank-up, they could just die by EGC instead.
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Jeez, I'm already having trouble pipping as survivor. It's not worth it man.
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Dude you can't say that, or you're a damn god survivor main, or you're in the lower ranks survivor main.
I don't know how much did I die because I 3-genrun the killer or more, and got tunnelled or camped to death, or the same thing, got unhooked, doing 2 gens, and got left behind by the three other teammates.
It's super common that the killer WILL end the chase to kill you if you're loop him till daylight, even in the higher ranks when they should immediately give up the chase if it takes time without being able to land a hit.
Last night, I don't know how much time the killer chased me for ages, and then doing gens, but died. As I bought time for the other survivors to do gen (that they did), and then actively doing gens, I should depip or safe pip because I didn't survive ? Man, by doing that, you'll reward super selfish games, where no one would wet themselves for others, with a lot of immersed survivors (and that is annoying as a killer, crossing the whole map without doing anything is the worst thing), and hatch would surely becomes the main objective.
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if they pip that probably means that they played good. and survivors escape like 20% of the time so dont make pipping harder than it already is
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No I disagree. It wouldn't be fair at all for players who do objectives, play well and then get sacrificed. And then you have players who will barely do anything and then get lucky and escape. So no, pipping shouldn't be limited to escaping only.
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I think as Survivor you should still be able to pip even if you die, but you´d need iridescent in all the other categorys.
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If this happens i am not playing survivor. Usually the best players will get punished due to them doing the most and therefore being caught the most while the bad players get rewarded. No.
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Hard disagree. It WOULD definitely make red ranks harder to reach, but it also means survivors who do gens, totems, unhook, heal, etc. and contribute to the match only to get sacrificed near the end get nothing yet a Blendette who does nothing but hide all game and wait for everyone else to die to grab hatch is rewarded.
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