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Please change the survivor pipping system

I really love this game. I've played for almost 1.3k hours and I'm still having a lot of fun on both sides of the game. However, I prefer the killer side, and the survivor pipping system is a large part of why. This has been my biggest and most persistent issue with the game and I finally feel the need to say something about it.

The killer pipping system makes sense. I've hit rank 1 as killer every month for almost as long as I've been playing the game, and yet I don't even know what the criteria for the medals are. But it doesn't seem to matter. If you get a bunch of hooks and kills, you pip. If you don't, you depip. It feels very natural, and therefore not particularly frustrating.

Survivor pipping, on the other hand, is extremely strange. The higher in the ranks you go, the more the game expects you to do. You're somehow expected to run the killer well while also doing entire generators by yourself, while your allies fail chases so that you can rescue them and heal them.

The problem with this system is that so much of it is out of your control.

Sure, sometimes you mess up in chase, die early, and depip. I think that's fair, I think that makes sense.

But sometimes you run the killer for 2-3 generators, then get camped and tunneled to death. That's a depip.

Sometimes the killer camps someone else. Even if you get out, that's not a pip, because all you were allowed to do is generators.

Sometimes the killer simply never engages with you. So you do several generators, but then don't pip because you had no chase points.

Sometimes your team beats the killer easily. That's not a pip, because you didn't do enough in the match.

Sometimes your team mates decide to die early on hook or ragequit. That's probably going to be a depip.

In order to pip, you have to hope the killer isn't camping or tunneling even into the endgame, and that your team is doing just well enough to give you a chance to do a lot of different activities in the game.

It's so difficult and luck-reliant to pip as survivor, especially in solo queue, that it feels unbelievably frustrating when you encounter a killer who decides to camp you. This is the only reason I get upset when this happens. If it didn't undo so much hard work, I really wouldn't care at all about being camped. I would just shrug my shoulders and move on to the next game.

I can only hope this feedback receives traction and that other people feel the way I do so they can lend their voice to mine.

Comments

  • akanadi
    akanadi Member Posts: 242

    pipping doesnt matter at all in the slightest dawg 💀

  • Zakon05
    Zakon05 Member Posts: 229
    edited August 2022

    Extra blood points per month is pretty useful.

    If you get iridescent 1 on both sides, you can prestige a character once under the new progression system off of those blood points alone, and still have some left over.

    It may not matter but I can't help but feel the need to try extremely hard at the game until I've hit iridescent 1, or at least ranked up so I can't de-pip any further, and then I can start running silly/fun/experimental builds again.

    Especially on survivor side, I get quite anxious before queueing with 1 pip to go before ranking up, because I know how easy it is to lose a pip for reasons outside of my control.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    De-pipping should be removed.

    Better still, grading up should not require pips. Pips are arbitrary, and getting just one point too few in a single category can cost you the entire thing. Instead, that nice bar that fills up should be the entire basis of going up grades. You keep whatever progress you make on the bar, no minimum required, and certainly no losing progress. Boom, now players are rewarded for everything they do and bad matches no longer feel extra miserable and punishing.

  • Zakon05
    Zakon05 Member Posts: 229

    I think that might be a little too lenient, but I do understand the logic if the only purpose grades serve is a reward for playing the game a lot that month.

    I would be quite fine with the current survivor pipping system if you couldn't depip.

  • TragicSolitude
    TragicSolitude Member, Alpha Surveyor Posts: 7,410

    If grades were used for matchmaking, then it could be too lenient. However, grades are just for getting a BP reward every month, and the devs have said grades are only meant to be a signifier of how much you played that month. They say that, but the current system does not reflect it.

  • Zakon05
    Zakon05 Member Posts: 229

    I just wanted to come in here again because I lost a pip after running a Nemesis for 2 generators and then being camped to death.

    It's just not right and incredibly frustrating to lose something that took so much effort to get because of something I can't do anything about. Running a killer for 2 generators is a pretty good chase, why am I being punished because he chose to camp me after?

  • ProfSinful
    ProfSinful Member Posts: 271

    The survivor pip system is incredibly straight forward tbh. You do some gens and a totem or 2? That's a gold/Iri lightbringer emblem. You get 2 unhooks and some heals? gold/iri altruism. Run the killer for 2 45+ second chases with some pallet stuns? Gold/iri evader emblem. You survive? Instant gold survivor emblem and if you never get downed? Instant iri emblem. Just keep playing to do as many different things as you can and you will pip (or at double pip) every game. Hell I don't even pay attention to what I'm doing half the time and I hit iri 1 survivor every month (and iri 1 killer). Just play the way you would want a teammate to and it'll be fine.

  • Zakon05
    Zakon05 Member Posts: 229

    That does work up until around gold. At that point I need to start taking anti-tunneling perks as insurance to make sure I don't get tunneled out quickly.

    Then at iridescent I have to start praying that the killer plays nice and that my team mates aren't so good that they don't get caught so I can rescue them, but not so bad that the killer creates too much pressure for us to do gens.

    At that point you really can't just do a couple of things to help your team and pip. You need to do gens and rescues and get chased, and you need to do well in the chase. Just doing gens and getting rescues will maybe prevent you from depipping if you don't do any chases or do badly in chase, and if you're found first and camped after your chase it's a guaranteed depip, even if you did well in that chase.

    I mean for context I did not pip last night after a game where I got 31,000 blood points, rescued allies, escaped multiple chases, did generators, and escaped through the hatch unbroken. Why? Because the only chase points I got was when I bodyblocked the killer because they were saving me for last because of Rancor.

    And then I depipped from a game where I did 2 generators solo and rescued 3 allies because I messed up in chase and got camped to death.

    This isn't too bad if you're in a SWF with 1-2 other people who you can depend on, but it is nightmarishly difficult in soloQ.