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Emblem system needs to be heavily weighted towards chases.

Flimflam
Flimflam Member Posts: 103

One of the hardest things to get right in DBD is how to actually judge player skill and rank people properly. The current system allows players to acquire up to 16 pts divide among 4 categories. The problem is that the system treats these categories as equal when they are anything but. Particularly on the survivor side where emblems like lightbringer are given the same weight as evader.


Lets start with the survivor side suggestion


Holding M1 and hitting some skillchecks, playing super immersed and exiting or simply unhooking someone and taking a whack in your back for them takes nowhere near the game knowledge and skill as running a talented killer around for a good amount of time. I would suggest that the emblem system be weighted heavily towards the evader emblem for survivors, so much so that you could pip on it alone, as not only are talented evaders usually some of the best on their team, but that also is frequently their only contribution due to being camped or not having an opportunity to contribute otherwise.


One of the primary objections to this system that I could see would be that there are some games where survivors simply would not have the chance to prove how good they are if they are playing properly and this could lead to suicidal behavior such as intentionally getting in chases with a killer. This is true, which is why I would suggest a flat pip bonus for every survivor that escapes. no bonus for 0-1 survs escaping, black pip for 2-3 and a single pip bonus for 4.

I think if the survivor side were setup like this it would motivate all survivors to play the game and escape, but also reward skilled evaders that end up sacrificed while the others did gens. Without motivating players to get into unnecessary chases and without providing pips that are too easy.


Now for the killer side.


Gatekeeper is in a similar or worse situation than the lightbringer emblem since it's heavily controlled by ruin which is heavily RNG. It is also more affected by survivor behavior than anything else. I would suggest splitting a killers chase rating into 2 similarly rated categories. Tracking and hunting. I think actually finding survivors is an entirely different category of skill than actually chasing them down and good killers are good at both.


So for tracking I would just rate it based on how long it takes you to find a survivor after a chase. But maybe make the timer generous or make it have a limited interaction with power usage to not be punishing to setup killers.


For hunting I think it should monitor the time between seeing a survivor and actually hitting -any- survivor. Which it may already do. However, if it doesn't reward opportunistic killers for switching to an easier target then it needs to.


Finally reward killers for killing. 0 pips for 0-1 survivors dead. safety for 2 dead and 1 pip for 3-4. Add an additional .20 of a pip for every generator not done by the end of the game. Because if you 4k'ed a team and they didn't do a single gen then in 90% of cases you probably deserved 2 pips unless they were afk or something, but it's difficult to account for that without a separate afk detection system.


Also give us rank rewards I think something really cool would be maybe different eye glow colors that match your highest rank with a killer.


Also maybe don't have ranks be shared amongst all killers. Being a good nurse is very different from being a good hag. It should be a little bit connected but not 1-1


So there's my opinion on a ranking system. Probably a waste of time but, oh well. I figured I'd try and contribute some ideas to a game I love.

Comments

  • Dwight_Confusion
    Dwight_Confusion Member Posts: 1,650

    I'm mostly okay with the emblem system. It seems to separate the average from bad, from good.

    I like it.

  • twistedmonkey
    twistedmonkey Member Posts: 4,297

    So you want the rank to be done on one objective? thats not how it works and shouldn't, its also called forcing people to play a certain way and will breed even more toxicity.

    Map RNG already has an impact on how long someone can run a killer, imagine a survivor using all the pallets where you get chased, should you be punished for someone else making it easier on the killer to down you? should you run to the killer instantly and get chased as long as possible just to rank up? many would do that.

    Its not a great idea to say "this is the most skilled way to play" as tbh looping doesnt take skill, knowing if a hit will connect within a loop takes knowledge but running in a cricle a few times and dropping a pallet doesnt.

  • GodDamn_Angela
    GodDamn_Angela Member Posts: 2,213

    ITT: Suggestion on how to make it even harder to rank up. Especially as Survivor.