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Not getting hooked is NOT a sign of success and shouldn't be rewarded
I've played quite a bit of survivor in the last few months - not that I prefer playing survivor, I just wanted to play with my BF and we unfortunately don't have KWF yet lul. One thing I see way too often is people escaping unbroken while some of their teammates die or people having their first hook when everyone else is dead.
Let's make something clear. That's NOT skillful. That's NOT something that should be rewarded by something that paints itself as a ranking system. Unless the killer is terrible, being hooked is inevitable if you're being somewhat useful for your team. If all you're doing is sometimes holding M1 in gens and crouching behind corners while the killer obliterates the rest of your team, you're a bad player.
Just think about it for a second. You're allowing your teammates ro repeatedly take the heat. They have 3 iives at best. Think of it this way, your team has 12 lives collectively. By avoiding chases for the entire match you're essentially wasting two of those while other people die.
Honorable mention to people who save their teammates inside the killer's terror radius and immediatly hide. There's a special place in HECK for yall. Seriously that annoys the everliving frick outta me as both survivor and killer.
People complain a lot that rank means very little, especially for survivor with all the questionable players at red ranks. A good way to start fixing that is keeping players who can only hide and are awful in chases from ranking up. When survivor emblems are finally looked into I hope that's adressed.
tl;dr: not being hooked all game because you're running the killer around too much and they eventually give you up: good. Not being hooked all game because the killer is deliberately tunnelling/prioritizing someone else: good. Not being hooked all game because all you do is hide, even when everyone else is on death hook: lack of very basic game knowledge, you shouldn't rank up at all.
Comments
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Yes remove unbroken, replace it with something rewarded by playing correctly.
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As you pointed out yourself, though, there are some situations in which it is a sign of success, which is what the system is designed to recognise. Bear in mind that someone who didn't get hooked all game because they were useless and just hid the entire time, while they might get a good Unbroken emblem, will do very badly in all of the other three categories and depip as a result. However, someone who didn't get hooked because they outplayed the killer really well will score highly in both Evader and Unbroken at the very least, and will likely be rewarded for it with a pip. The system needs to be analysed as a whole, not just in terms of each individual emblem, in order to make accurate conclusions about how well-deserved its rewards are.
Having said that, I do think that the ranking system is very heavily flawed and needs to be changed fundamentally, but for very different reasons.
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I agree with what you're saying to an extent. However, it's a fact that red ranks are full of survivors who just hide and do gens, never being chased. You can pip fairly easily playing like that, since the Evader emblem has a "stealth" component, and it gives A LOT of points. I'm convinced that component should either stop existing altogether or get significantly nerfed.
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While I do agree that it's too easy to pip as a survivor, I don't think that the stealth component of Evader should be nerfed, since that would just amplify the problem I already have with the emblem system - namely, the fact that it railroads players into a particular playstyle and discourages them from branching out with their builds and tactics.
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Here's the thing though. There are two things that essentially separate good survivors from bad survivors: decision making and running the killer around. Stealth may be fun for some people, but it has an extremely low skill cap AND ceiling. I wouldn't mind people getting into red ranks by never hiding, but people getting into red ranks while being bad at chases is a really big problem, and as long as the stealth component is still as huge as it is that problem will never be solved.
Ranking systems are supposed to evaluate skill, especially in a game with win conditions as subjective as DBD. High rank survivors absolutely need to perform in chases and make good decisions, and a system that rewards hiding over surviving chases stops that from happening.
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That's why I believe that the ranking system should be balanced around escapes and nothing else, because ultimately what separates a good survivor from a bad survivor is their ability to complete their objective. Being able to run the killer around is only a sign of skill because it increases your chances of survival. It's a means to an end. The objective is not to run the killer around, but to escape, and the ranking system should be reflective of that.
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But then you'd get people who purposefully die at the end of the game in order to derank/avoid ranking up so they could bully newer Killers/get easier games.
They'd get tons of BP by wrapping a baby player around their finger and then derank to face even less experienced Killers.
You'd ALSO derank whenever a Killer tunnels/camps you to death; regardless of the effort or skill you put into the game.
I personally think Escaping as a TEAM should be incentivized, rather than just Escaping, along with team actions.
If you distract the Killer the entire game and die to a NOED facecamp, you should be heavily rewarded for saving your teammates.
Likewise, instead of being flat out punished for being downed and hooked, taking a down to save a teammates' life should be rewarded.
If we reward Escape, and only Escape, the highest ranked Survivors will be almost solely composed of sweaty SWFs and immersed Claudettes with Keys that wait for others to repair gens/die.
Sure achieving the end goal is important, but the means matter unless we want this game to become unplayable for solo players.
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The SWF escape rate is (or at least was nine months ago) only about 3-7% higher than that of solo players. So it's not likely that with an escape-based ranking system, they would be dominating the higher ranks.
As for people who hide in the corner with a key, sure they might escape sometimes, but because they're probably not actually good at the game, if they do get found they will almost certainly die. Stealthing the entire game just to escape without doing anything is a lot harder than it sounds, as anyone who has struggled with last Tome's Spine Chill or "Escape as Claudette" challenges can attest. There is a reason that aggressive play is the meta, and that's because it's far more reliable than stealth against a good killer.
So even if people were able to occasionally escape using that method, over time it would balance out and the people escaping the most would actually be the players who are best at surviving. Just like how bad killers can fluke their way to a 4K and excellent killers can flub their way to a 0K, but over time, the good killers will average out the highest killrates.
The point about intentionally deranking is the only real issue I can see, but it's not like people don't already just die as quickly as possible in order to derank with the current system. So at the very least, it wouldn't make the problem any worse.
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Just a nitpick, I have a gripe with the "aggressive play is meta" comment. Sure, maybe for content creators and stuff, but half (if not more) of the survivors I find in my red rank games are immersed Spine Chill/Urban Evasion gamers. Since that's probably the easiest way to rank up, I'd call that the "meta".
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You're not understanding what I'm saying with regards to SWF or Immersed Key Claudettes.
If only Escaping counts towards ranking up. Then only players who consistently Escape will be at high ranks.
It doesn't matter if only 1% or 0.5% of SWFs Escape consistently; they will be some of the only people that do Escape consistently. They won't have any competition at Red Ranks not because there are tons of them, but because there won't be that many people in Red Ranks.
As far as Immersed Claudettes go the issue with that isn't that it's hard, but that it's boring.
Few people want to sit and point at a dark corner of the map until everyone else dies so that they can find Hatch with Left Behind and Key jump out, so very few people play that way.
But the few people who DO play like that will be some of the only people that Escape consistently enough to reach and maintain high ranks.
The biggest difference, IMO, between a Killer 4k'ing and a Survivor Escaping is that a Killer has to find and down and kill all 4 Survivors by themselves.
A Survivor can Escape after literally doing nothing at all besides pointing at a corner.
Matchmaking based only on a Survivor's ability to survive will kill matchmaking times and end up lumping Survivors of various skill levels all together even more than they already are.
Solo players who die often will be matched with anyone from brand new players to cocky veterans that sandbag, while solos that somehow survive consistently and repeatedly will face longer and longer queues as well as teammates that only look out for their own survival.
It would ruin Solo Survivor.
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Just a nitpick, I run spine chill and I’m quite an aggressive survivor.
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Maybe your experience is different, but from my experience that would make you the exception, not the rule.
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It is of course, good for stealth and everyone has a different experience. I usually find a decent mix of stealthy and aggressive survivors.
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I don't think I'm misunderstanding, I'm just disagreeing. I think you're overestimating the effectiveness of things like SWF or immersion when it comes to a player's escape rate. What I'm saying is that good survivors - that is, survivors who are above average in terms of skill level - escape more often than not, because survival chances are impacted by skill. That's one of the reasons why survival rates are so low at grey and yellow ranks.
Also, you're misinterpreting that data I quoted. It's not that 3-7% of SWFs escape consistently, it's that players who are part of a SWF only escape 3-7% more consistently than solo players. Meaning that it's only going to be about 5% easier to reach top ranks as a SWF player than as a solo player in a system where rank is based on escape rate.
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The meta is just whatever the community at large considers to be the strongest build, not necessarily the build that's run the most. And you said yourself that running the killer around is one of the two things that makes a good survivor.
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What about me? I'm bad at looping so I avoid chases. I do however take heat if my teammates are looping near me I body block.
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Honestly, I don't think this is something survivors can control, in the end the killer chooses who to chase, hook, injure or slug and it's possible that a killer will try to hook the survivors who have been already hooked to apply more pressure.
Bodyblocking is all your team mates can do if you play against a killer who goes after the survivors who have been already hooked.
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