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If you can no longer go down a grade does that mean....
Does that mean if you reach Iridescent Rank 1 you just stay there until the next reset? There's no pips associated with it so you can't gain pips, but you also can't derank. So would you just stay there?
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seems so i reached it and there is no extra pip slot like it used to have.
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Weren't extra r1 pip slots removed several years ago?
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no i dont bealive. ive allways had it and i joined with pphead.
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I'm 100% sure they are not live for at least 1 year. 1 loss always deranked you to R2 during this period, so we are likely talking about different concepts.
Early on (2016-2017 iirc) rank 1 had its own extra pips (probably 3? I'm not sure about their exact number), so by winning matches after reaching r1 you sort of secured yourself from deranking. In order to drop back to r2, you had to lose several pips in a row.
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i allwys remember there bein 1 safety pip.
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This is correct, it was changed over a year ago. So if you didn't gain at least a black pip when you were already Rank 1 you would automatically go back to Rank 2.
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wait, weren't grade the things people get rewards for? so, all you need to do is play a lot to get more, which means the people that very likely already got all the BP they need will get more while those that can't play that often...
This is not the dev's response to the grind, is it?
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But it's still what baffles me:
When one plays a lot, which is needed to get to iri I, they will already have a lot of BP. Meanwhile never players that need BP but can't rise fast due to lack of experience and players that can't play often don't get that much BP.
It's... not a good reward.
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strawmanning hyperbole, but i'll ignore that.
As for a not logical fallacy answer:
For the game health it'd be better if there'd be no rewards 'just for playing' outside of the BP you earn in matches.
Bloodhunts and holiday/anniversary events are nice to boost BP, but rewards should be stuff granted for doing something out of the ordinary. Like limited time challenges that grant shard or even cells. More community challenges that grant nice stuff for everyone, be it directly or through codes.
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T2P - time to play CONFIRMED!
In all seriousness, I hear where you're coming from and this is an issue with any multiplayer game.
I like to play games with my son but he has WAY more time to play than I do. The result is, he always has more experience and more rewards from the game we're playing.
This used to really frustrate me with MMOs. I got into this playing Black Desert ONline some years ago. Some things were so grindy and related to RNG (upgrading gear), and related to PvP, that if one didn't play pretty much constantly, it was a waste of time - no room to be competitive. Any hint that the developer would put anything in that maybe would let someone level the playing field by supporting the game and buying things that would help people not playing insane amounts of hours got ######### on as pay to win.
So that's all there is to it. It's ingrained into all online games that time played = reward. If you use your time elsewhere, you will always have less of whatever that online game is shoveling at you to keep you on the hook and playing. Nature of the beast. So yeah, I don't worry about how much ######### players with devotion ten times higher than mine can do. I do with what I have and try to have fun. Sure, I'd love to try some builds across killers but I just don't have the time to unlock everything with millions and millions of blood points.
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I'm curious about how the rank up will work with the splitted MMR behind. Is it correct that you can still depip inside your rank? Like lose all the pips you got in your current rank? Because, rank reset then would mean that you keep your MMR which is adjusted to your skill, but you need a load of good games to get from rank 20 to rank 1 for the reward, which also means that you need to improve with your MMR as well, like exceptionally. Every season.
You could argue that you cant lose ranks which helps you with 'milestones' and you don't need to get 100 pips in a row, but still it means that you kinda need a 5 pip streak to gain that one rank and then lose 5 games in a row to get back to your personal level, so you can attempt the next hurdle without going against players above your level. which also means the expected game results (on average) of winning every second game within your skill level (like 2 wins, 2 losses, 1 win, 2 losses, 1 win) would just capture you at your current rank.
Am I right that this concept is not very well thought out?
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At the same time, though, throughout MMOs with quests the quests deemed best designed are following a formula of not just
time:reward
but
Incentive to spent the time on a quest : reward.
For example:
We all know the dreaded fetch quests that has us encounter myriads of liverless pigs and toothless wolves. These quests are a timesink, nothing else, made to have players be unable to spent their time effectively. They take long, unless you're lucky, but don't pay off.
Or escort quests.
Now, with the latter it can be done well if the developers know what they are doing, and you have a competent NPC (in the sense that they don't pull enemies etc). But even then, it's long with little worthwhile payoff.
But usually the best designed quests are those that make you want to play them. The ones that let you uncover lore and challenge your skill etc.
To have it in DbD that BP are quite literally the only reward for anything is falling into the first category.
There should, as said, be no rewards tied to the ranks/grades. Rewards should be something you can't earn through 'just playing', or at least can't earn in that amount.
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We also get the reward currently associated with devotion levels. The one we spend in the shrine of secrets (I don't remember what it's called).
Unfortunately, I don't think there's a real solution. Are there games that give an absolute level playing field? I'm thinking maybe fighting games? Where the players have all the same in-game resources? Even then, and this is coming from a patently UNskilled player who is pretty bad at almost everything, there are still so many variables. Connection speed, server location, etc. Is anything ever really equal? How many people think they're much better when with their particular game, it's just that they have a better connection.
I recently have read this bit on the internet where there's some people who are mildly allergic to bananas and they consider them 'spicy' or some related variant. They're surprised to find that other people don't have the same taste-experience. I think sometimes of online gaming the same way (perhaps wrongly), where we think we're great at a game but it's just that.. we live near the game servers or happen to have the exact same setup as the devs or something that just works better. Then again, what do I know :D
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Personally I think the tome rewards and free rifts should wield shards (and cells for tricky challenges) as long as they are active. Dailies that have to be done within a timeframe could wield better rewards too (e.g. heal X healthstates in X or fewer matches)
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