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Rework/eliminate the Emblem system
The current emblem pip system is both frustrating and, I would argue, not well designed. When players can have a fantastic match in terms of gameplay, yet still not pip up (or even de-pip), something's wrong with the system. Here are two examples from my recent matches:
and
It's obvious what the problem is at a glance - the emblem system and how it gauges whether you've done enough in that category to merit the pip. This is a terrible way of judging matches and the actions happening in them. In both of the above matches, I actually maxxed out in one emblem and was no longer allowed to earn any points at all, despite the fact that I was still technically earning points (in the first match I literally spent the majority of the match being chased by the Killer, and in the second, I was constantly unhooking and healing).
This isn't just a survivor issue - Killers can also bump up against the weaknesses of the emblem system.
I propose the following:
- Remove emblem caps. Let people do whatever they want (or need) to do in a match. Don't punish people for not doing "enough" of something. We don't always have control over that; we can't suddenly choose to stop being chased to cleanse a totem to get more bold points, etc.
- Instead of emblem caps, decide on a base max point cap for a match. This is a base max only, meaning it's the maximum amount you can earn before any xp bonus offerings are applied. Is it 25k? 30k? Whatever it is, it allows each player to earn points doing whatever it is they are doing, up to that max.
- Once you have the base cap set, then figure out the point spread for the pip system. As an example, if 30k is the base cap, then it might be something like.... 25k gives you the double pip, 20k gives you the single pip, 15k gives you the safety pip, and anything less than that gives you the de-pip.
- Leave the emblem categories so that the current xp bonus offerings are still viable and don't have to be reworked - and also because it's fun and interesting to take a look at the end of a match and see where you were earning your points.
This would create a system that stopped punishing people for what they do or don't do in a match, and instead allowed people to simply play organically and earn points doing whatever it is they end up doing based on what's happening in the match.
Comments
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they just need to do 1 thing.
make ranking up dependent upon chase. in other words
even if you do 4 gens and 5 totems and 5 unhooks and open both gates, if you suck at chases you wont pip.
that will make solo Q less frustrating. seeing all these players in rank 1 while they cant get chased for more than 15 seconds is utterly frustrating
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I disagree. Not everyone is good at chases - and that's OK. If they are contributing to the game (as opposed to hiding in a locker or a corner the entire match), they should be able to pip.
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except putting them in rank 1 lobbies does not make sense where killers are probably experienced and sweaty.
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They should just remove 'ranks' altogether since their new Matchmaking system doesn't even use them. Who cares about bragging rights or making the hardcore players feel like they're "good". No ranks. No indicator that essentially is just saying 'hey I play a lot' or, for specifically red ranks only really - 'Hey, I'm going to be sweaty and toxic af because the devs reward that with pips'.
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We could at VERY LEAST rise the caps to 10 or 12 k on every emblem, but keep total points capped to 32k. Small change that would reduce grind a bit.
Or other idea, when you are capped out on objective (8/8k) your objective points gets transferred to other categories on rate of 0.5. Literally do anything so players are not punished, when killer is focused on 1 really strong looper and others cant do much else than fix gens / cleanse bones.
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So frustrating....
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