Evader Revamp: Rewarding Stealth MORE

NMCKE
NMCKE Member Posts: 8,243
edited March 2019 in Feedback and Suggestions

Warning: After doing some revisions from the previous thread, I'll like to say that there could still be some flaws in my new system. Please feel free to call me out or highlight certain parts of my thread that would be problematic if the new system would to go live on DBD.


Special Thanks: @thesuicidefox & @NoShinyPony


EVADER: The current system and problems with it.

Recently there has been some talk about the current survivor emblem system and I'll like to shine some light on the elephant in the room. However, I'm going to be focusing on a specific emblem category, namely, Evader. I've heard others complain that you won't pip if you run the killer for a good 5 generators or that you'll receive a sliver/bronze for avoiding the killer through the trial, ironically. These are just a few of the many problems with Evader, it's time that we make the category feel more like it's doing its job.


EVADER: Revamped

You'll start with a iridescent quality and depending on your stealth/chases, your emblem quality can fluctuate. Another thing, to receive an Evader emblem quality, you must have at least 4 emblem points on Lightbringer and Benevolence combined. Example: Bronze/Gold, None/Iridescent, and Sliver/Sliver. The requirement was previously bronze or higher on both categories but feedback from @NoShinyPony changed my mind, thank you!


Whenever you enter a chase, you'll lose one emblem quality worth of points until you win the chase, which means losing the killer while not entering the dying state. Winning a chase will reward your lost points plus extra points, depending on how long the chase was.


Note: Whenever a chase ends, there will be a 10 second period in which if another chase is initiated, the previous chase time will be added to the current chase time plus those seconds between the chases. Points are awarded after those 10 seconds, this prevents the randomness of the current chase mechanics which can skew the points earned.


BENEFITS: Chases

15 Seconds: No emblem points.


30 Seconds: 10% of an emblem quality worth of points. (Ten 30 second chases will equal one emblem quality worth of points)


60 Seconds: 25% of an emblem quality worth of points. (Four 60 second chase will equal one emblem quality worth of points)


120 Seconds: 100% of an emblem quality worth of points. (One 120 second chase will equal one emblem quality worth of points)


PENALTIES: Losing Chases

For every chase you lose, you'll lose 1 emblem quality worth of points.


DEMONSTRATION: Example of how points are rewarded.

@Gay Myers (Luzi) was chased by the killer for 60 seconds but lost the chase due to a mind game. He received points worth 25% of an emblem quality but lost points worth 100% of an emblem quality. Luzi will have a gold emblem quality and will need points worth 75% of an emblem quality to reach an iridescent quality.


@thesuicidefox was chased by the killer but since he's a rank 1 looper champion, he looped the killer for 240 seconds but unfortunately, he lost the chase soon after. He received points worth 100% of an emblem quality but lost points worth 100% of an emblem quality. Fox will have an iridescent emblem quality and will remain there unless he blunders his next chase or doesn't meet the requirements to receive a evader emblem quality.


DONE: Feedback is greatly appreciated.

Post edited by NMCKE on

Comments

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    My basic problem with your suggestion is the same: It rewards people who sit in the corner of the map and don't do anything. Bronze is basically nothing: It's half a gen and you already start with bronze in Benevolence.

    How Evader currently works is basically fine. It rewards you points when you keep the killer busy in a chase (which takes skill) and it awards you points when you are close to the killer but remain undetected (which takes skill). It doesn't make sense to reward survivors with points when they are 60 meters away from the killer.

    Your argument is that it is the job of the survivors to stay away from the killer, so there should be a reward. But that's not correct: The job of the survivors is to survive. How they achieve this goal is up to them. So if you take approach from this direction, as consequence you would have to say, the only thing relevant for pipping is survival.

  • NMCKE
    NMCKE Member Posts: 8,243
    edited March 2019

    @NoShinyPony

    Then we just increase the minimum bronze requirement on Lightbringer and Benevolence to sliver or at least one of them being iridescent. They can't sit at a corner since they won't earn an Evader emblem quality, it's pointless to do so.

  • NoShinyPony
    NoShinyPony Member Posts: 4,570

    @Nickenzie Silver Benevolence? But what when the killer camps and the surv can't perform an unhook? Or another surv is simply faster at the hook?

    Or Iridescent Lightbringer? That will only happen if the other teammates are hiding in a corner so the surv can do their work as well. If survs split the work, nobody will get Iridescent Lightbringer.

  • NMCKE
    NMCKE Member Posts: 8,243
    edited March 2019

    @NoShinyPony

    Edit: How about this, enough points in both Lightbringer and Benevolence combined that gives the emblem system enough evidence to say you didn't hide in a corner for the entire trial.

  • Blueberry
    Blueberry Member Posts: 13,590

    So the main goal with these changes are rewarding loopers more as long as they also contribute to gens and saving some as well? Is that the gist of it?

  • NMCKE
    NMCKE Member Posts: 8,243
    edited March 2019

    @Blueberry

    Basically, if you loop the killer for a decent amount of time, you're basically guaranteeing yourself an iridescent which means being tunneled to death won't hurt you as much. If you're avoiding the killer while also doing objectives, you'll get an iridescent for being stealthy.