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Remove the depip from the ranking system
I'm beyond tired of losing pips because of this terrible matchmaking that puts survivors on my team that have no idea how to extend a chase or how to counter killer powers or even counter simple strategies like proxy camping.
These players then rage DC over whatever they find "unfair" and the killer doesn't let up on the people that stay in game so that they don't lose a pip too.
Do you have any idea how difficult that makes reaching Iri 1 purely playing Solo Survivor without using an OP SWF?
I'm tired of being robbed of BPs every month because I choose the solo path so I don't have to hear people yelling, talking about random things not associated with the game, complaining, or bragging about their good plays over the comms.
Comments
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No, pips are meaningless.
I rather have bhvr actually buff solo Q
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[Insert "why not both" meme here]
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Pips by themselves are meaningless, yes but the difference between the grades are more BPs... I 100% agree they should buff Solo Q but it appears they are not going to do that anytime soon.
Post edited by Lobos on2 -
simple fix is get rid of depip. Safety, 1 or 2. I agree and think this needs to happen.
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Exactly yes! Just remove the depip! A very simple thing to do that doesn't require any changes to perks or balance of the game. Thank you, that's much better title for this post.
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Please. I would wager that most depips as survivor are mostly out of your control and the result of your teammates throwing/quitting, your teammates just not being good at the game and the killer snowballing way too quickly for you to fill up objective categories as a result of that weakness, or the killer playing in a way that makes gaining emblems near-impossible for you (afk, tunneling, Bubba camping, speedrun Nurse, cheating, etc.)
There's no reasons for depips to exist anymore now that grade only measures playtime.
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Well said! I think you are right and I agree.
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I will actually disagree on the whole idea of getting rid of depips.
What i would agree with is getting rid of survivor depips for the remaining players in the case of a DC or if a player dies in the first 2 minutes to cover the case of a hook suicide.
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They should remove negative pips because they are not used for matchmaking and the devs have even said they just indicate the amount of time someone put into the game each month. I'm not putting negative time into a match, I shouldn't get negative pips.
They should just have 0, +1, and +2 pips. If someone doesn't do enough to pip then a 0 pip works just fine, there doesn't need to be negative pips.
Negative pips are also a deterrent to continuing playing. If I have back to back matches of negative pips I'm turning off the game because I feel like I'm wasting my time if I'm losing progress in my grade, it's not worth it to keep playing. If I have back to back matches of 0 pips it's fine, bummer I didn't get +1 or +2 but atleast I'm not losing progress.
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What good do they serve, though? Ignoring that ranks no longer measure skill, depips don't make an awful lot of sense for survivors. Killers are the only player on their team, and if they do well or badly - survivor strength obviously matters, but it comes down on their decisions. It's not like that for survivors. Their decisions are a factor, but: barring the case where a survivor was genuinely being useless, pips reflect how long you survived in the match, and how much stuff you had an opportunity to do, more than anything else. And that's not that under your control.
On average, you're contributing 1/4 of the circumstances that lead to the team's success or collapse. Sure, there's exceptions where you loop the killer for ages and that carries, or you make a terrible play that starts the snowball, but it's quite common that the game falls apart with little direct input from you. You ever been in that situation where you're doing a gen and it looks like one person is being chased, they go down somewhere, and then two other people get injured and also go down right by them? Maybe the guy wiggles off and then goes down again ten seconds later? The game's fallen apart and it wasn't like you should have been doing anything else at the time. If your teammates throw with ill-conceived altruism plays, the game will end too early. If nobody else on your team can loop, you won't have enough time to heal between hooks and the game will fall apart. If your teammates are hiding, the killer will keep finding you and you'll die early. If your teammates don't know how to spam unhooks or are just idiot hook farmers, they'll get grabbed and turn isolated downs into snowballs. If it's a basement Bubba, you're dead as soon as you're caught and nobody has any ability to gain Altruism or Evader. If it's a Plague, Legion, or a Myers and some doofus keeps feeding them their power, they can steamroll you through no fault of your own. And if that Myers pulls T3 for the first time and picks you up by the throat, GG, that's a depip.
Hell, I depipped once in a game I escaped because I was the second person to be hooked, everyone else slammed gens instead of getting me and 3 gens got done while I dangled, and by the time I got unhooked (1st hook to 10 seconds until death), there just wasn't enough left to do in the match to safety pip, even after doing two random dull totems in endgame.
Getting rid of depips for teammate ragequits is a start, but it doesn't cover every case where your depip is not really your fault - which tends to be more often than not.
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Yes please, it's especially annoying when you're so close to the next grade and you're on a winning streak, then mmr catches up with you and you end up right at the beginning of the grade and have to do it all over again.
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That happened to me today and was the reason I made this thread! It is a very annoying thing indeed!
I was at 4 pips on Iri 3 and then went against a strong Blight. Right after that it was a Nurse that was clearly mad about something from their previous games.
Next 2 games I got paired with weak teams against strong killers. I lost all 4 of my pips in 4 games and I was so mad! lol
Post edited by Lobos on4 -
Mostly for those teammates who do absolutely nothing all match but hide and play for hatch from the beginning, they get some gen progress and hide in a locker anytime they hear the terror radius, they dont go for unhooks they never take chase, essentially they dont play as art of the team and deserve every depip they get
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That's pretty poor reasoning for everyone playing DbD to continue to lose pips. Those kind of players wouldn't be gaining pips in the first place and often times they are the ones that cost everyone else on the team to safety or depip too.
DCing should 100% remain a depip situation but other than that there is no reason for losing pips
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I still disagree, there are lots of things that deserve a depip.
DC - either side
Early hook suicide
4 man slug bleedout
The teammate thats hides and plays for hatch from the start.
Killers that try to facecamp survivors to death from first hook.
It's actually more unfortunate that thise last 2 will sometimes safety pip.
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I disagree with you. Only thing which should remain is depipping from dc:ing but other than that no point.
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"and the killer doesn't let up on the people that stay in game because they have to kill everyone or they feel insecure about themselves for whatever reason."
Is this projection? Do you feel insecure about yourself if you don't pip?
Btw, did you know if the killer doesn't get enough hooks and kills they can lose a pip too? Crazy I know.
This is not a survivors vs killer topic, we're all in the same boat.
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That's a fair point. I was just angry at the time of my initial post.
I don't think anyone should be losing pips on either side.
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I will start by pointing out that the real problem with depipping comes not from depipping, but from matchmaking, Survivor matchmaking in particular is really bad, and should be fixed.
So now lets look at the pip system and what it does.
Ok so not everyone checks the forumns the emblem system isnt really explained in the tutorial if they even check that out.
What can you do to get players doing those things that are bad to change what they are doing? Scream at them in the post game chat, Im sure that will work well, unless they are crossplay right.
So say your a new player you play a bunch of games and you notice the emblem changing numbers and colours, hey thats cool, so you highlight it and learn about the season rewards.
Then you start paying attention to the emblem system in the post game screen, and you learn things like "oh if I didnt stay so close to that survivor on the hook, I might have got a +1/0 instead of a 0/-1." Or "Man I got my butt kicked, but playing it out at least I got a 0 instead of a -1" as a way to promote but not force healthier game play.
Once you get to a certain point you realize "Hmm... if i wanna make that number keep going up and get better rewards I cant just keep hiding from the killer, and need help out my team more." Or "Hmm... I guess I need to do more than just force focus on 1 person while all the gens get done." Or "Gee... I downed and hooked everyone really fast and won, why didnt I score better?"
It is a system to promote healthier gameplay, does it work all the time? Of course not, not everyone is gonna care about it, and some people are just going to play however they want.
Why depip for a DC? There is already a penalty for doing that.
Why shouldnt you depip for a hook suicide? There is no other penalty for that.
I would suggest more of a reform of the safety pip system like, figure out something other than the current mmr for measuring skill, even if its a hidden value, and if the team skill has a large discrepancy then disable the depip, although ideally you wouldnt have the super discrepancies we have now, but that solution wouldnt hurt queue times which is why the matchmaking is soo borked to begin with.
TLDR:
Depips are not the problem matchmaking is.
The emblem system including depips while not perfect promotes healthier gameplay.
There should be reform to eliminate depips in certain situations
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Depipping already doesn't work as a strategy "against" those things. They're going to happen regardless. The devs are not going to be able to implement a system that nuanced (they've already shown that by explaining that matchmaking is too "nuanced" to do anything other than count escapes and kills), so it only makes sense to remove depips and fix those issues elsewhere (such as the obviously very rough draft of the new mori mechanics, which in its final form likely will still help prevent 4-man slug games).
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