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A reminder to remove de-pipping

It's an absolute grind to reach the Iri grades and MMR isn't making it any easier for any side. I think it's about time 'Entity Displeased' gets removed unless someone just DC's.

I can say for certain that people with limited free time would REALLY appreciate this.

Comments

  • Carrow
    Carrow Member Posts: 500

    Yeah, it's really irritating to fall short on pipping up simply because I played my games in the "wrong" order so to speak.

  • Yankus
    Yankus Member Posts: 638

    They already made it extremely easy by making it so you can't drop grades.

  • Viskod
    Viskod Member Posts: 854

    If you can't de-pip what's even the point of grades?

    Not having your grade reduced when you're at 0 pips was already a huge buff to climbing to 1.

  • Emeal
    Emeal Member Posts: 5,158

    grade difficulty should be based on mmr

  • ColonGlock
    ColonGlock Member Posts: 1,224

    I suppose it is so you actually try to earn points and participate in your games. If you could just AFK to Iri it would not make sense either.

  • ChiSoxFan11
    ChiSoxFan11 Member Posts: 1,093

    Rank, or Grade, has nothing to do with the matchmaking anymore, so even if someone is achieving a Grade solely because of playtime in the game, the only effect is a bigger BP bonus at the end of the month. And since no one can see Grades in the end screen, it means even less.

    Removing a de-pip wouldn't guarantee everyone gets to Rank 1 at the end of the month. You still have to play a ton, or be really good to pip (especially at Iridescent Grades), or both. It also removes the penalty of having someone DC early on you, or getting face-camped/tunneled out of a match early as a survivor, or getting the 4 BNP/map offering SWF that wrecks you, or the "I want to practice with a killer I barely use" matches as killer.

    It's possible it might reduce some of the sweaty gameplay you'll see by people trying to rank up, and maybe more people trying meme builds knowing it won't hurt their Grade (when I've pipped up to a new level, I'm always more prone to experiment myself).

    And as a disclaimer, I'm not looking for an easier path myself. I'm already Grade 1 as killer this month (and played around after making it with a meme build or two, as well as practicing with my "bad" killers) and I'm almost to Iridescent as survivor, so it's not like I'm looking for something I don't get every month anyway. I think it would be a nice QOL change for the community as a whole.

  • drsoontm
    drsoontm Member Posts: 4,903

    The possibility to de-pip kind of makes me want to play hard when I'm close to the end of a grade.

    If a de-pip was impossible, I would rarely play "hard".

  • Bwsted
    Bwsted Member Posts: 3,452

    This^. It's for consistency, given that BHVR loves that.

  • IWantCandys
    IWantCandys Member Posts: 169

    Not only that. I think it would reduce the salt quite a bit. And DCing.

    I've heard many times players say they DC because they know the match would have resulted in a minus pip anyway and it felt like a waste of time.

    And let's be honest. It's extremely frustrating (especially in solo queue) when you've did a lot of hard work to get 3 pips and then you get 3 tunneling and/or face camping killers in a row and all your previous hard work is just ... gone.

    It's so much RNG in a match at times, things that are completely out of your control but you're being penalized for.

    Of course, no pips should be given without effort. To pip players still have to put in some work in a match, but if the match is going badly then there should just be a safety pip. But the minus pips have to go, in my opinion it's one of the reasons for very sweaty gameplay on both sides, and because minus pips are causing high frustration it also leads to salt and toxicity.

  • The_Krapper
    The_Krapper Member Posts: 3,259

    Pipping up is already way too easy I don't know how much more easier it could be without just handing iri 1 to people

  • steezo_de
    steezo_de Member Posts: 1,213

    If matchmaking worked well then depipping should be a thing because it would an ok indicator of skill. However, matchmaking fails enough to make depipping virtually meaningless.

    I do like the idea of a skill rating, but grades aren't it, and they really should label it something else.

    And while they're at it, let us see our MMR rating since it's what the devs use themselves to indicate a player's skill... regardless of how flawed it is.

  • Sudoxxed
    Sudoxxed Member Posts: 34

    De-pipping is useless, and only serves to annoy players, and I'm not saying this because I de-pip a lot, the only times I actually de-pip is when I get tunneled out early into a game or facecamped. I always zero-pip or get one pip at the end of every match, maybe 2 pips once every 10 games. De-pipping is just a way to show that you got killed early in the match and didn't have enough time to get all the emblems done.

  • ColonGlock
    ColonGlock Member Posts: 1,224

    I cannot imagine that players are getting the displeased result very often if they are playing normally. As others have mentioned the current system is way more forgiving than it used to be. I would just let the cards lay where they fall and not even pay attention to pips.

    This is best for mental health.

  • Advorsus
    Advorsus Member Posts: 1,033

    I've said this many many times, pips shouldn't exist, like at all at this point. Emblems are fine, or badges of some sort just showing how you did in a match is fine. Maybe even something like being able to show off your most received emblems in the highest category. Like if you get more iri chase emblems consistently, you could have a singular emblem showing on the character screen for only survivors, say maybe where grades used to be. It could give some insight into how you generally play which would be a neat idea that could be tweaked and flushed out.

    But the actual process of going up in grades should just be a bar that fills up as you earn points or a score in game. Meaning if you do nothing you'll get nothing and no progress to grades. If you don't do much in match you'll get less points, and if you do a lot you'll get more points. Then have a base amount rewarded after having participated a certain amount in a match. Say after scoring a certain amount of points you'll get a base amount regardless of wether you're tunneled out. You'll still get less than those that complete objectives and escape, but it'll be a lot less punishing when you get tunneled out as you'll still be rewarded for playing in some way. But you'll have to actually participate in some way to actually get points so you can't just afk to get grades.

    Then, once you get enough points you'll fill the bar completely and go up a tier. Then when you go up from say silver to gold, the amount needed to get to iri goes up. So it'll take more playtime to get to iri then going from silver to gold and so on. It'll make games feel more rewarding regardless of outcome. More people would be open to playing less meta stuff and play with different builds because they wouldn't be focused on pipping. And matches as a whole would start feeling more rewarding without taking away from the feeling of accomplishment when you do well because you'd get a bigger reward post match which means climbing up grades faster. All of this without it actually taking away from the required playtime to get to iri. Because the better you play the faster you get to higher grades.

    Not to mention this would actually be a lot easier to manage from Behaviors side as they can tweak it very easily if they want it take more or less time because all they'd have to do then is tweak basic number values that it takes to get to each grade.