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No Map Repeat System, what about for Killers?

I am beyond ecstatic to hear the system being worked on to help prevent playing matches on the same map repeatedly.

However, I have seen many in the community state they wish this was the case for killers instead. While I also would like the result of facing fewer killer repeats, I don't believe the system they discussed to prevent repeat maps is best for repeat killers.

Problem with applying repeat map solution to killers:

outside of offerings, maps are random. But players choose the killer. Therefore, if 99% of people pick Nurse, Blight, Huntress; the "repeat prevention system" would simply cycle these three killers.

Solution:

My proposed solution is an extension of the incentive system for matchmaking. Low pick rate killers could have a reward/incentive. It could even be a tiered system. Personally, I think the obvious choice for the incentive/reward is Iri Shards, as BP is not a strong enough incentive. Additionally, I think giving players a more involved way to intentionally grind iri shards would lead to them being more open to buying a cosmetic with auric cells since you are getting them in the in-game store more often (isn't that like marketing 101 or something...?).


Example based on random pick rates I found online:

The 3 lowest pick rate killers get 30 iri shards per match (killer can't DC)

1st lowest = twins

2nd lowest = hag

3rd lowest = nightmare

The next 3 lowest pick rate killers get 20 iri shards per match

4th = Demogorgon

5th = Artist

6th = Hillbilly

The next 3 lowest pick rate killers get 10 iri shards per match

7th = Pig

8th = Clown

9th = Trickster


This way if it encourages playing something different and getting something out of it, whether you win or lose the match.


Also, since its a live system, similar to the present matchmaking incentives, it would self regulate.

Ex: If too many players pick and continue playing hag, then she is no longer in the lowest picked killers. Thus, her position is replaced.


Perhaps it may not work as fluid or live as the matchmaking system. But if it updated weekly, biweekly, or monthly, I still think players would see an increased variety in the killers they face.

Comments

  • Ithiria
    Ithiria Member Posts: 236

    Does this apply to survivor perks too or are only killers going to be given incentives for suffering and not playing meta?

  • Gandor
    Gandor Member Posts: 4,273

    These incentives might screw up stats a little. You no longer get the information of which killer needs to be reworked the most, because players play that killer more because of incentives.

    The other thing is, we partially already have this system in game. It's called dailies. It would be just a bit better if the game prioritized less played killers more (also this one changes stats a little less, because it's limited to 1-2 games at "weird" killer + allows to reroll for "bad" daily which in itself is interesting information).

  • SixShotOcelot
    SixShotOcelot Member Posts: 121

    Great point! I think for this, the idea is not addressing "the perk meta" and that would require a different solution. Similar to a more regular "meta shift patch" similar to the one DbD received with patch 6.1.0.

    The incentive to "suffer and not play meta" would be for the iri shards to get cosmetics/characters. However, if your point is what about survivor mains, this is indeed an issue. As if someone only plays survivor, they should also have a similar system to grind for iri shards.

    Thank you for pointing out this potential flaw!

  • SixShotOcelot
    SixShotOcelot Member Posts: 121

    Also, great points! Thank you!

    First, I'll address the latter portion as I think it ties in to the first. You are correct, this seems to be what dailies are accomplishing. However, from what I can tell these incentives are rarely enough to encourage other players to play outside their usual playstyles. Outside of content creators who are just looking for any small goal, it seems the majority of the player base simply reroll the dailies not in-line with how they want to play or were going to play. I do agree it would be a bit better if Killer Dailies prioritized low pick rate killers.

    Also, "this system being dailies" addresses Ithiria's issue as a system to encourage both sides to play outside the meta. Just not enough to make a noticeable difference.

    That being said, if dailies provided better incentive to more effectively get players to change who they played, then it would likely skew the stats more.


    Thank you for the comment, I appreciate the critiques and pointing out some oversights!

  • Blueberry
    Blueberry Member Posts: 13,671
    edited February 2023

    I wouldn’t want a system that blocks same killers in a row as that would drastically increase queue times especially at high mmr. However killer incentives to play less popular killers sounds like a great idea, especially if it was Iri shards. Probably would have to be a very small amount of shards though. Still a great idea.

  • FMG15
    FMG15 Member Posts: 502

    The incentives idea is good. I play Hillbilly a lot sothis would directly benefit me and maybe other people will learn this killer and realize how much fun he is once you get the hang of his power

  • SixShotOcelot
    SixShotOcelot Member Posts: 121

    Agreed!

    An increase in queue times is what originally got me thinking that the proposed solution for solving map repeats was not an ideal solution for solving killer repeats, despite seeing many in the community state otherwise.