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Balance team from BHVR, please make sure I'm not stuck in my ELO by ending matches fast!
Everything starts with survivors commiting mistakes.
Then I discover it's not their fault, or maybe because rank color is different from skill.
But still I'm punished.
I guess I'll continue to gain 0 PIP. Better for me since I'm getting less stressful matches.
Please make sure to fix this!!
Comments
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What are you asking them to fix, match making or scoring? They are changing the way match making works and ranks won’t be used for match making and instead be used for rewards. If you played last week when ranks were covered up in the end screen, that was their latest test of the new system they are developing.
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Problem is that you don't know, if he would get or lose rating for those games. There is chance he would lose it anyway.
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Well if MMR for killer is based off rank and emblem system. he would lose MMR as he did not pip(win), but not lose much as he did not depip.
I mean, that is how you know the emblem system is pretty bad. it cannot tell difference between winning and losing.
This is why MMR was much better. it was more accurate at predicting wins and losses. It improved matchmaking quality greatly.
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How do you know it was better, when you don't know results of those games?
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well I am speaking from personal experience. I have no clue for what global experience was.
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I don’t disagree with you about not knowing how it works. I was just pointing out it’s not clear what they are asking for and if it is to fix the emblem system, it is going away, at least for match making purposes.
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What is considered a win or loss is not defined though. Just because you see the 4K in 3 minutes as a win doesn’t mean that is what BHVR considered a win. The emblem system was designed to reward players with rank points for playing in a way that BHVR feels is the most fun way for both sides. That is why you lose points for camping if no other survivor is near the hook even though BHVR considers camping an acceptable strategy. That’s why the devout emblem is based on hook actions and not kills. That’s why as a survivor you can’t pip if all you did was sit on gens the whole match and escaped.
I don’t think it is a bad system. It just doesn’t fit some people’s perception of winning.
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for rank system, it goes by emblems. Piping is consider winning. depip is losing. black pip is drawing. What I imagine the system does is that it tries to look for your average emblem count on each emblem and it tries to compare it to group of survivors with similar emblem score.
if your emblem score on average is really high. for example you get gold emblems on average, it will try to look for survivors that also get gold emblems on average. Obviously, having high emblem average means you will pip very often. that is my guess to why you can face rainbow survivors ranks in current matchmaking sometimes.
issue with that system? Your ability to achieve their emblems is based off other person's skill-level. so for example. you could be red rank survivor and you just face killers that play their killer poorly, as such, it makes really easy to iri emblems in all categories. as long matchmaking keeps giving you easy games, you'll eventually hit red ranks(this is why ranking system is more based off time than skill). you could also face strong killer players as survivor and their play is very refined such that it becomes very difficult to pip so you end up drawing a bunch but eventually you end up getting to r1.
so now you have two types of red survivors that both achieved red ranks but one person achieved by facing worse opponents and the other person achieved by facing very tough opponents. so you can face a red rank team survivor team as killer that is so much weaker than compare to another red rank team. Similar stuff can happen with killer.
It all stems from emblem system not being good metric for objectively being able to identify wins from losses. that nurse game image is just one example. It just makes matchmaking super random where you can have very bad teammates as survivor and huge randomness to strength of teams when playing killer.
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How else are they going to force you to care about survivor fun otherwise?
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You don't have to explain how the emblem system works, I understand it and was here when it was put in place so I remember some of the discussions and reasoning BHVR had for it.
Whether or not pipping is a win is a matter of opinion and not something defined by BHVR. Some people thinking gaining a rank pip is a win, some people think getting a certain amount of points is a win and some think a certain amount of kills or escapes is a win.
The reason the emblem system rewards for game play how it does is because when BHVR designed it, that is how they felt the game should be played. They want killers to get as many hooks as they can. They want killers to get in lots of chases. They don't want you to spend time around a hooked survivor unless you are chasing someone else. They don't want survivors to just do gens. They want you to get chased. They want you to get saves. It is meant to reward players for going out there and doing lots of things because BHVR thinks that is what creates games that are the most fun.
The problem with complaints like the OP's is that they have defined their win as killing all or most of the survivors. They think they did it really fast and should be rewarded with the most rank up. The emblem system says no because you didn't play the way we feel you should play to make the matches fun.
I understand how there can be a large difference in skill in red ranks. I play there on both killer and survivor. But that said, someone who is consistently in red ranks is better than someone consistently in purple ranks assuming both are actively trying to earn pips. Some of this issue could be alleviated by resetting rank back further than just 5 rank spots on reset. Those survivors that are better are going to get there sooner. I also don't really see it as a huge problem though either. Yeah, you will get some games that are very lopsided, but in my experience, those extreme cases are not the majority of the matches. Most of my matches playing red ranks are the in between when queue times are good.
As for rainbow ranks, the current match making system is designed to first start looking for players within 6 rank spots of difference. If there are too many players on one side causing a long queue time, the system looks out further in order to get people in matches faster. BHVR has played around with this in the past. They have been pretty strict on who they match people with rank wise. It has always ended with complaints about how long queue times are. You think 5 to 10 minutes now for a match is a long time. I remember before cross play when killer queues used to get up to 30 minutes in my region on PC. I remember other regions talking about hour long queue times. Me personally, I would much rather face an oppenent/s that are much better than me than wait 30 minutes to find an oppenent/s I'm more evenly matched to. And I guarantee this is going to happen with SBMM because BHVR knows it is worse to have people waiting long times in queue just to find the perfect people to match them with.
You see the picture from the OP and say the rank system is terrible because it matched those survivors with that killer. I say well it was better than waiting 30 minutes to get in a game and wont be much better with SBMM if queues are long. You see the killer not getting a pip and say it doesn't define wins and losses well. I say it's not designed to define wins and losses by kills and escapes. It is designed to reward players for playing in a way the creates fun matches for both sides. I think the OP is the one who needs the explanation on how the pip system works. Maybe instead of trying to slug all 4 survivors as fast as they can, they pick up and hook the person they downed and let another survivor come and rescue. If you do this a lot throughout the match you will earn a pip. You will also earn more blood points. Another system designed to reward for playing in a way that creates fun matches.
All this said, it really doesn't matter anymore anyway. SBMM is coming whether you want it or not. Hopefully it works. I'm expect though we will see pictures posted just like this with the new system. Again because they also need to think about queue times. They only difference is we won't see a colored emblem by their names showing how far off the match making had to go to get them a match.
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The pip system never made any sense. Survivors depip for escaping too quick, killers depip for wiping the floor with survivors. Entity displeased, because it didn't get a great show to view, I guess.
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I know how the current emblem system works, but it doesn't make sense when evalidation a player's skill.
The MALICIOUS Emblem represents the Killer's ability to apply pressure on Survivors and prevent them from helping each other.
Points are won by hurting, interrupting, and downing Survivors, and lost if the Survivors are healed.
Points are also awarded each time a Survivor is hooked, which are NOT lost when the Survivor is unhooked.
For example, suppose 1. (player 1 gets 30 hits and survivors manage heal 10 times) and 2. (player 2 gets 10 hits and survivors manage to heal 0 times). Even tho on case 1 we had survivors healing 33% of the time, we would still getting a better emblem than case 2. Case 2 certainly applied more pressure, because survivors got so much pressure they got no time to heal.
The DEVOUT Emblem represents the Killer's ability to sacrifice and kill Survivors.
Each Survivor eliminated from the Trial grants points.
Sacrifices, Moris, and Reverse Bear Trap kills grant the same amount of points.
No points are awarded for any Survivor that bleeds out.
Hooking all Survivors at least once will guarantee at minimum a Bronze Emblem.
An Iridescent Emblem requires performing nine or more Hook actions in the Trial.
Performing 9 hooks often translates on letting survivors go (by not hooking everybody at the same time like I did). The only way I can do that is letting them win chases, healing, and complete generators, which conflics with the others emblem system.
The CHASER Emblem represents the Killer's ability to find and chase Survivors.
A few points are won each time a Survivor is found, and also by winning the Chase; the shorter the Chase, the higher the points.
Staying within a close proximity to hooked Survivors will reduce points in this Emblem over time.
Also doen't make sense. If survivors commit a bunch of mistakes and show off on your face and you end up downing them, you're forced to let them escape, either by letting them go of grasp, which decreases your points, or letting them heal others survivors, which decreases your points. If you have the opportunity of ending the match but chooses not to for the sake of this emblem, you will lose on gens, which decreases your points on gatekeeper. As I said, you're forced to let them go in order to find them again (this is a joke, right?). That's not right and I really hope they are not keeping this.
I could point other problems, but just tired.
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If you know how the emblem system works then you know why you didn't pip on that game. You slugged and didn't get many hooks and ended the match before you could build up points.
You put too much emphasis on the deduction items and how much they really affect the other emblems. I did a little experiment just before the wraith buff and played 50 rank 1 or 2 (I depipped a couple) wraith games in a row. I was playing to kill as many survivors as I could but also get as many hooks as I could. Here are my pips from those 50 games.
I had 18 double pips. But only because I played to get as many hooks as possible. Survivors healing or them getting a few more gens done did not hurt me as much as you are trying to claim it does.
It doesn't make sense to you because your see wins in kills/escapes. Again, a lot of the emblem system is to incentivize game play that creates fun matches in BHVR's opinion. Did you watch any of the hardcore survivor that the 4 streamers did? There were times they were discussing whether they should let the killer down them so they could get more altruism points. They had to evaluate the risk of losing a survivor over gaining more emblem status as the ultimate goal for them was to get to rank 1.
You should have known when you had all the survivors slugged you weren't going to be rewarded. But you chose to end the game instead of trying to play in a way required to earn the reward. If you cared about rank then you should have adjusted. At least you safety pipped so you didn't lose anything.
When SBMM comes out you wont get to see your match making rating so you won't have to worry about it. Just play to kill as fast as you can and in theory you should be matched with survivors of similar skill so the matches will be more engaging for you. Hopefully it works. I have my doubts.
As far as the new ranking system for rewards, I don't think they have shared how it will work. But if it is similar to the emblem system, you are going to have to play in a way to earn those points if you want them.
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I dont see the problem here.
It's not like you depipped or anything so literally nothing negative came out of it. From the screenshot I can assume you got 6 hooks, and that chases went really fast. Simply put, there wasn't enough opportunities for you to get enough points towards pips. You need around 11 hooks for example to get the iridescent medal for sacrifices/hooks, you only got around 6 hooks so the score you received makes sense.
In Red Ranks, you need at least a great game to pip and you need a perfect match to double pip. If you didn't, it would be even easier than it is now to reach rank 1.
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