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Rank System Changes (Both Competitive and Causal Friendly)
NMCKE
Member Posts: 8,243
Warning: Everything said in this thread can be changed later on if there are some flaws in my version. Please before commenting, look at the time last edited to see if I changed the system so you don't make a opinion that isn't valid since you didn't know that I changed the system. Additionally, remember that these are just rough numbers and estimates to provide a idea on how the new ranking system should function.
RULES: You must be civilized when you give criticism and ANY salt from this thread will NOT be tolerated. Remember, it's okay to disagree with me but the "WHY" is very important for me to understand your point of view! I cannot improve this system if you don't tell me what's wrong with reasoning and justification.
@Lowbei (SMM) Salt Mod Management
KILLER RANKING SYSTEM:
Malicious: Ability To Apply Pressure
Your Total Value is at 20 or Less: None
Your Total Value is>20: Bronze
Your Total Value is>40: Silver
Your Total Value is>60: Gold
Your Total Value is at 100 or Higher: Iridescent
+7.5pts Hooking A Survivor
+1.5pts Attacking A Survivor
+1.5pts Grabbing A Injured Survivor
+3pts Grabbing A Healthy Survivor
-2pts Generator Completed
Example:
Hooked 5 survivors: +37.5
Attacked 12 Survivors: +18
5 Generators completed: -10
Total Value: 45.5 (Decimals Are Rounded): 46
Silver Quality
Chaser: Ability To Find & Chase Survivors
Your Total Value is<0.4: None
Your Total Value is at 0.4 or Higher: Bronze
Your Total Value is>0.6: Sliver
Your Total Value is>0.8: Gold
Your Total Value is at 1.2 or Higher: Iridescent
Average Survivors Downed Per Minute Value +0.1 For Every New Survivor Found Value= Your Total Value
The system that calculates "Average Survivors Downed Per Minute" will pause when every survivor is either dead, sacrificed, in dying state, or on a hook.
Example:
Downed 8 Survivors in a 16 minute game
0.5 Survivors Downed Per Minute: +0.5
Found all 4 survivors: +0.4
Total: 0.9
Gold Quality
Gatekeeper: Your Generator Defense
Your Total Value is at 0.80 or Higher: None
Your Total Value is<0.8: Bronze
Your Total Value is<0.7: Sliver
Your Total Value is<0.6: Gold
Your Total Value is at 0.4 or Less: Iridescent or if all 5 generators are not completed by the end of the trial.
Generators Completed Per Minute Value
Example:
5 Generators Completed in 10 minutes
0.5 Generators Completed Per Minute: +0.5
Total Value: 0.5
Gold Quality
Devout: Your Ability To Sacrifice Survivors
You need to have at least 2 survivors either mori'd or sacrificed to pip. If this requirement is not met, you'll depip regardless of what the qualities the other emblems categories are.
Requirements to pip:
Bronze: 1pt
Sliver: 2pts
Gold: 3pts
Iridescent: 4pts
Depip: Less Than 8pts
Pip: At 8pts or Higher
2-pip: 12pts
Survivor Rank Changes Coming Soon!
Change Log: Fixed Typos
RULES: You must be civilized when you give criticism and ANY salt from this thread will NOT be tolerated. Remember, it's okay to disagree with me but the "WHY" is very important for me to understand your point of view! I cannot improve this system if you don't tell me what's wrong with reasoning and justification.
@Lowbei (SMM) Salt Mod Management
KILLER RANKING SYSTEM:
Malicious: Ability To Apply Pressure
Your Total Value is at 20 or Less: None
Your Total Value is>20: Bronze
Your Total Value is>40: Silver
Your Total Value is>60: Gold
Your Total Value is at 100 or Higher: Iridescent
+7.5pts Hooking A Survivor
+1.5pts Attacking A Survivor
+1.5pts Grabbing A Injured Survivor
+3pts Grabbing A Healthy Survivor
-2pts Generator Completed
Example:
Hooked 5 survivors: +37.5
Attacked 12 Survivors: +18
5 Generators completed: -10
Total Value: 45.5 (Decimals Are Rounded): 46
Silver Quality
Chaser: Ability To Find & Chase Survivors
Your Total Value is<0.4: None
Your Total Value is at 0.4 or Higher: Bronze
Your Total Value is>0.6: Sliver
Your Total Value is>0.8: Gold
Your Total Value is at 1.2 or Higher: Iridescent
Average Survivors Downed Per Minute Value +0.1 For Every New Survivor Found Value= Your Total Value
The system that calculates "Average Survivors Downed Per Minute" will pause when every survivor is either dead, sacrificed, in dying state, or on a hook.
Example:
Downed 8 Survivors in a 16 minute game
0.5 Survivors Downed Per Minute: +0.5
Found all 4 survivors: +0.4
Total: 0.9
Gold Quality
Gatekeeper: Your Generator Defense
Your Total Value is at 0.80 or Higher: None
Your Total Value is<0.8: Bronze
Your Total Value is<0.7: Sliver
Your Total Value is<0.6: Gold
Your Total Value is at 0.4 or Less: Iridescent or if all 5 generators are not completed by the end of the trial.
Generators Completed Per Minute Value
Example:
5 Generators Completed in 10 minutes
0.5 Generators Completed Per Minute: +0.5
Total Value: 0.5
Gold Quality
Devout: Your Ability To Sacrifice Survivors
You need to have at least 2 survivors either mori'd or sacrificed to pip. If this requirement is not met, you'll depip regardless of what the qualities the other emblems categories are.
Requirements to pip:
Bronze: 1pt
Sliver: 2pts
Gold: 3pts
Iridescent: 4pts
Depip: Less Than 8pts
Pip: At 8pts or Higher
2-pip: 12pts
Survivor Rank Changes Coming Soon!
Change Log: Fixed Typos
Post edited by NMCKE on
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Comments
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In the chaser and gatekeeper category your talking about valves instead of values, just fyi
The system your suggestion heavily relies on the the time of the game and thus, genrushing will effectively deny a pip for the killer (maybe even depip)
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DeadByFlashlight said:
In the chaser and gatekeeper category your talking about valves instead of values, just fyi
The system your suggestion heavily relies on the the time of the game and thus, genrushing will effectively deny a pip for the killer (maybe even depip)
Yes, sorry for the typos, I was up late typing all of this and I felt so drunk lol.0