Matchmaking and Pipping threshold changes

I already made a couple of posts regarding these changes already, but I was mostly complaining and making fun of the devs for ruining their game again. This time though, a bit of actual feedback is necessary here.

Matchmaking

This is a bit easier to explain but this has to be effecting a huge amount of killer mains as well as survivors. So before patch 2.6.0 went live, matchmaking was actually fine. Ranks were somewhat balanced (unless you got a SWF group with really stupid rank differences) and killers could actually find 4 survivors relatively quickly. This was PERFECT in my eyes.

So for the matchmaking changes that went into effect - Killers now have the estimated time it'll take to "find a game" (The same that survivors have). Now, I'd completely understand this change if the killer got into a lobby before having to wait. But killers now have to sit and wait for god knows how long before they even get into a lobby. Why??? It's a little silly for killers to be waiting outside of a lobby when it's always been the killers' lobby to begin with. Without killers - Lobbies wouldn't exist.

The other change they made was supposed "balance" changes, which is totally false. Many killers have been getting survivors that are way lower rank than them and vice versa (a rank 3 killer had rank 15-17 survivors). Is it not simpler to group ranks together in matchmaking so they at least have a shot at doing good in the game? So 20 - 17 ranks get matched together, 16 - 13 get matched together and so on. With the possibility of people who need one more pip to transition between ranks (Yellow to green for example) to be matched with players who are in the next tier. That would bring about more balanced matchmaking.

Pipping Thresholds and Emblem Changes

Oh boy. Where to begin? Before I do, I want to go on record and say that yes - Pipping was way too easy before and gaining rank 1 was no challenge at all. It took a few games, sure. But going from rank 10 - 1 on a reset day was no challenge if you knew what you were doing. This I completely agree with.

But moving on to these changes. I must say that these threshold changes were very extreme. Getting even 1 pip is almost a case of pure luck. As a survivor - In one game I got 25k+ Bloodpoints, was only hooked once, got chased by the killer for about 4-5 minutes at different points in the game before they finally got me down (I lost them a few times as well as getting a few stuns in), I did 2 or 3 generators and opened an exit gate, I saved 3 or 4 people from hooks and healed them. What did I get from this? Safety pip while being 1 point short of getting 1 pip. This was in purple ranks.

As a killer, it's a little easier than what survivors need to do. But it's still a matter of chance. I could get three survivors killed and one getting away, the game going past 9 minutes (which is what they changed about the gatekeeper emblem), I got around 9 or 10 hooks overall, I won a lot of chases and lost a few and I would probably still only get a safety pip. Also purple ranks.

At higher ranks especially, these changes are punishing hardcore/very good players by doing everything possible in the game and yet barely safety pipping or barely managing a one pip. The thresholds should be moved down slightly, especially double pip thresholds. Enough to still be a challenge yet slightly more forgiving if you've had a good game and got a few gold/one or two iridescent emblems.

If you're tunnelled by a killer, you have no hope of pipping or even safety pipping, this is something that should be addressed in the emblem system. If you're camped by the killer, and yes they'll lost points on their emblem also, you're 100% guaranteed to de-pip. Because you've had no chance at completing generators, healing/unhooking etc. This is also not addressed in the emblem system.

If survivors DC from a game, killers don't get rewarded enough for it. They gain bloodpoints and that's it. Unless they gain points into Devout, I'm not entirely sure.

There's one more thing that I think should be changed or removed entirely, which were the emblem changes to Devout in 2.6.0.

The condition for Iridescent Devout is now all four survivors need to be killed and you have to get at least 9 hook events in the game. This doesn't consider survivors who rage quit by killing themselves on the hook (Going from 1st to 2nd phase and then immediately dying as soon as they're in 2nd phase). If a killer is doing really well in a game and someone decides to rage quit on their first hook (looking at all the Deliverance users who didn't get the change to use the perk) that's 2 less hooks available in the game. Meaning you need the other survivors to not rage quit also. Because if one more survivor rage quits - That's it. Iridescent emblem cannot be acquired.

TL;DR - Requiring 9 hook events for Iridescent means survivors can abuse this change and rage quit on their first hook in a losing game.

A lot more balancing is needed in terms of ranks, a slight change to pipping thresholds is needed for the game to not be extremely difficult to climb the ranks and some compromise is needed for survivors who are camped/tunnelled and for killers who get rage quitting survivors (both by disconnect and killing themselves on 1st/2nd hook).

Comments

  • Sanny666
    Sanny666 Member Posts: 13
    edited March 2019

    +1


    Pipping system is just ridiculous
    

    This game is full of Dcer and i dont belive the report system works right.

  • wisdom
    wisdom Member Posts: 216

    On the devout changes, you also have to consider that somehow they thought it was a good idea to make 3 kills silver.


    which might be alright and justified if every single game you must slug at the end now because the hatch is the difference between an iri and a silver.



    for killer, getting a silver on anything results in you needing to get 2 iri and a gold. Anything less is a black pip. And silver is super easy to acquire on 2 of the emblem scores (gatekeeper and devout)


    for survivors, as you mentioned, it feels like it takes luck because there just aren’t enough resources to go around unless you farm the killer.


    my current strategy is to gen rush the ######### out of the killer, then when the exit gates are open farm them for points and hope they don’t Dc. That’s the only way I feel like I can rank up now, because any time I have a long chase with the killer and get iri in evader, I get silver in lightbringer because all the gens are already done.


    i also find myself in these situations 99ing gens when there are 3 left just to milk whatever points I can.


    i am actively seeking POINTS and not GAMEPLAY.


    on matchmaking: the ranks difference will eventually be fixed but honestly I would rather play a game with different ranks than wait in a lobby for 25+ minutes.

  • No1TheLarch
    No1TheLarch Member Posts: 221

    Matchmaking is very bad right now. Justify this.