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What changes would you suggest on the emblem system?

Predated
Predated Member Posts: 2,976
edited February 2021 in Feedback and Suggestions

In my personal opinion, while this system is far more superior than what came before, it's still a mess and doesnt really represent what it should, especially on the survivor side.

My personal changes would be:

General note: when getting a crow as survivor, no emblem points are given at all as long as you have crows. Killers dont get emblem points if they spend the entire game afk. Having 0 emblem points at the end of the match should result in losing 2 pips(DC should grant 0 emblem points aswell, regardless of the reason for DC). Crows should also not fully disappear when hooked by a killer.

Survivors(making it more team-based, if the team wins, you should at least gain a black pip):

  1. Lightbringer - Get points for any gens or totems being done, get increased points on gens and totems you personally do(right now, you dont get any points if you're slugged, carried or hooked. Considering survivors are meant to be a team effort, the emblems, especially the objective one, should also be representing team effort).
  2. Unbroken - get points based on how much the killer wants you out of the game(allowing you to gain a gold emblem if you're tunneled and/or camped) and time spend inside the match. Iridescent always granted on escape.
  3. Benevolent - should be inversed, starting out as iridescent and lose emblems based on crows and how little you come towards another survivor's aid. Meaning ignoring any injured or downed survivor that is within close proximity, when a terror radius is not present, results in losing emblem points. This means that survivors have to decide if the generator is important enough to push through rather than healing up first(it also punishes people who decide to walk towards an injured or downed survivor to save their sprint burst, which is just an added bonus). Can be earned back if you're saving/healing teammates during the EGC, but at a much lesser rate than you lose points when ignoring a teammate.
  4. Evader - should also be inversed, starting out iridescent, losing points whenever found or losing a point for every second you have crows. For every generator that pops during the chase, you gain a significant amount of points back.

Killer(imo, its too easy gaining black pips as killer even if you lost the match, losing a game should mean losing a pip):

  1. Gatekeeper - First 2 gens should not deduct any point gain, in fact, they should be multipliers. For every 5 seconds after the final gen is done without a gate being opened, points should be gained.
  2. Devout - Deduct points if the survivor you sacrificed has had his/her first hook within 2 minutes of their final hook(timer pausing while the survivor is on the hook) in the first 5 minutes of the game without having hooked anyone else, only applied to the first survivor who died. Point deduction disappears as soon as 3 gens are gone, or when the first hooked survivor has been fully healed up(this would work in tandem with Benevolent, as survivors would actively be punished for leaving teammates injured). I believe this would discourage tunneling early game, without punishing tunneling that is necessary.
  3. Malicious - Kinda same as Devout, just something to discourage early game(5-3 gens left) tunneling without punishing tunnels that are necessary, with the punishment disappearing when the survivor is fully healed or the 3rd gen being popped.
  4. Chaser - Giving up a chase because admitting you cant catch that survivor quick enough should not punish the killer the same way as actually losing a chase. So I'd think remaining inside the area after the chase has been lost should remove slightly more points, while moving yourself away from the area where you lost the chase should reduce points being lost. Following scratchmarks while outside the chase should give points for searching. This would encourage people to either stick to it and find the survivor to pick up the chase again, or leave the chase as soon as you notice you wont be able to catch the survivor fast enough.

I do believe my suggestions here are far from perfect, but do take in consideration that there is no specific ranked matchmaking in place. It still allows players to be toxic, tryhard, optimal and/or awful. It just encourages survivors to not rush gens as hard while also encouraging killers to not kill someone as soon as they have been found. DBD is still considered a relatively casual game you play with friends, so I believe the emblem system should represent that, rather than punishing people who are facing extremely competitive people.


Personally, I'd also see a seperate competitive scene where killers are not punished for tunneling kills, nor punishing survivors for rushing gens. A place where anything goes, as to say(which would have the additional benefit on giving devs TRUE statistics on which killers, perks and addons are actually powerful or heavily underpowered, rather than the generic statistics where incompetence isnt considered a factor).

I am aware of people who really want to be as competitive as possible, and they should have an option to do so. But that competitive behavior shouldnt be rewarded against casual players.



Also, considering this will end up being shifted towards the feedback section:

map offerings need to be fixed. 1 survivor offering should never be able to fully counter 1 killer offering.

Post edited by Mandy on

Comments

  • SilentPill
    SilentPill Member Posts: 1,302

    Just dump the whole system and go back to the victory cube.

    0k double depip

    1k depip

    2k safety

    3k pip

    4k double pip

    For survivor it’s survive and pip, or die and depip. Get rid of the hatch too. That would get rid of a ton of the boosted apes in red ranks.

  • Predated
    Predated Member Posts: 2,976
    edited February 2021

    Considering you cant really survive every match, no, death and depip shouldnt be equals for survivors. Unless you want all 4 survivors to escape 50-ish% of the time(rather than the 1% it currently is).

    As for the hatch, the hatch is there to balance out gate-spawns. As some gates spawn so close together a killer can stand in one place and keep watch on both of them. To remove the hatch is to rework the game where gates cannot possibly spawn close enough to keep watch over both.


    The victory cube is more in place for tournament setting and has no place in any casual play.

  • SilentPill
    SilentPill Member Posts: 1,302

    And some gates spawn so far apart it’s literally a free escape for the survivor. I’m sure it balances out.

    You would not get these immersive claudettes with left behind sitting around waiting for the team to die if the hatch didn’t exist.

    As it stands it’s way too easy to pip or black pip as survivor. I should not be able to 4K an entire lobby and they all still maintain their rank 1 for saving each other and dying.

    Meanwhile, pipping requirements for killer basically equates to how many second chances you gave the survivors. I 4K constantly with killers like Billy and never pip because I barely M1.

    I think the old system was far better and the quality of the survivors you saw in red ranks was much greater than what you see now.

  • KolbyKolbyKolby
    KolbyKolbyKolby Member Posts: 655

    Getting rid of the hatch would be pretty awful, I hope you have fun waiting 30 minutes while the last person crouches around trying to do gens.

  • Predated
    Predated Member Posts: 2,976
    edited February 2021

    Its too easy to black pip or pip as a killer, its easier to lose pips as a survivor, even if the killer is bad. The only way to depip as a killer is to pretty much ignore gens and slug too often.

    As a survivor, you need to survive at least 3 generators to black pip and killers can easily get you out prior to that. The fact that you can depip against bad killers because you're being rushed is simply bad balancing.

    As for gates spawning too far apart, kinda? Only if you have no clue where the final survivor is. Essentially, even if gates spawn on opposite sides of the map, killers have tactics that still give them a kill. Where if gates spawn on the same wall dont offer the same position for survivors unless there are a shitton of walls inbetween.


    As for quality, I mean, I guess? The quality of red rank killers sucked ass back then tho. Its not hard to get a 3k consistently.

  • Shirokinukatsukami
    Shirokinukatsukami Member Posts: 1,624

    IMO it should be removed and we revert to what came before, which was far superior.

  • Predated
    Predated Member Posts: 2,976

    The bloodpoint based one? The one where everyone could reach rank 1 by just doing gens?

    The victory cube one? The one where people were rushed to death because rushing kills was the easiest way to both pip and 3k, giving people maybe 3 minutes in a match at best? Causing all survivors to massively drop in rank regardless of their skill as the first 2 people to die were guaranteed to lose pips?


    How are those superior in any way? Anyone can gain bloodpoints, anyone can rush kills. It takes a lot more skill to be good at multiple things than it takes to focus on only 1 part of the game. The current emblem system, while flawed, is objectively superior to what came before. Unless you want the DC penalty to be gone, as people will constantly DC or suicide if they are getting rushed out every single game anyway.

  • AGM
    AGM Member Posts: 889

    I wouldn't waste any more dev time on it. It's good enough; there are more important things that need changing.