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The New Emblem System in a nutshell
Comments
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I usually get Iridescent evader and silver everything else, still don’t pip though, I’m with ya on that
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EXACTLY!!! It's even worse at purple/red ranks. It's so lame.
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LOL
G I T
U
D
You arent even playing at red ranks, im stuck at Rank 4 because even when i get 4 kills i still black pip because someone DCed or suicided on the hook, or i downed everyone before hooking.
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I'm not playing in red ranks 'cause I took a break and stayed at green ranks after rank reset, sweetie.
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He's making the point that you will often be pixels away from a pip. This happens all the time to me at purple/red ranks.
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Yes, it's too strict. You should pip with that on green ranks.
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I didn't know "Git gud" = "I'm also pixels away, too." The point is that this is bound to happen during reset, too, and many people having issues pipping at the red and purple are likely to have issues higher up, too. I'm someone who's almost always at rank 1 and can play competently. The thing holding me back the most is people killing themselves on hooks, farming you when hooked, and just not generally going for the save. I play competently despite people DCing/killing themselves on the hook, and I'm rewarded with a black pip in most cases.
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I remember someone expressing (don't remember who) how the buffering zone between the emblems should count towards the pip and I agree with that especially with pipping this hard. There's a lot of dead zone.
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@fluffybunny If you get good teammates, you are not going to pip either. Keep in mind that survivors split the work between them. Survivors are basically competing for emblem points.
You are only going to pip if you do the majority of the gens, the unhooks and juke the killer for 3 gens' worth of time. That won't happen with good mates.
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@NoShinyPony I think the intent was to have killer pressuring everyone equally while keeping pressure on gens, but I don't think there is a killer that can realistically pressure both gens and survivors during chase, for instance. Not easily, at least, if there are some. I'm aware that having really good teammates will likely give me a black pip or a depip, though I'm mostly talking about having semi-competent survivors. Honestly the notches should count towards the pip and not just the emblems imo.
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@fluffybunny What do you mean by "the notches should count"? The notches represent the emblems.
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@NoShinyPonyI mean like the fill up parts. There's a lot of space that counts for nothing.
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I was agreeing with you and telling him what your point was. I wasn't saying to "git gud".
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OH I'm a girl. You were referring to me when you said he? Sorry, I misunderstood.
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@fluffybunny Okay, I get what you mean.
Imho it would be enough if the devs lowered the amount of emblem points you need in order to pip for mid- and high ranks. Also from a technical point of view, that could be adjusted super quick.
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@NoShinyPony Yeah, sorry. I wasn't sure how to adequately explain it. I was thinking that, too, though. A slight adjustment and to just have the ranking go by the same amount would seem fair to me.
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@fluffybunny Exactly. At the moment you need 13 points to pip in the high ranks (which is 3x Gold + 1x Iridescent). That's simply not realistic. Just lower it to 11 points and chances are good that it will work then. Similar procedure for purple and green ranks.
I'm honestly surprised that the devs didn't announce a change at this point. It's clear that the current system can't work while an adjustment can be so easily and fast implemented.
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