Killer pipping is broken
Was trying to get adept ghostface trophy, match ended in a 4k and 32k bloodpoints. Still got only ruthless killer.
I got screenshots to show for it, i'll post em later if you guys want proof.
I'll prob just do my survivor adept achievements, while waiting for bhvr to fix killer pipping.
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This is why the Victory Cube was a good thing.
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How did it work?
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Solely based on the number of Kills you got. 3k was 1 pip and 4k was always a double pip.
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Sorry. That isn't entirely accurate. It worked based on "hook events." You would get points for hooking, going to stage 2 of the hook, and sacrificing the Survivor. It made it a lot more flexible than it currently is imo, but if you got a 4k, it was always a double pip.
You can check it out here: https://deadbydaylight.gamepedia.com/Victory_Cube
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I feel like they need to go back to that. Since it's so ridiculously easy to pip as a survivor these days.
The fact that you can 4k and still not even pip right now is..well, it's broken.
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That does make more sense. It actually rewarded the killer for applying pressure on the survivors.
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Yeah, but apparently Killers complained about it made the game "too difficult" and Survivors complained about how it "promoted camping."
Both are ludicrous statements
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yeah, the funny part is, that the devs actually expect the killer to have any power over his emblems.
lets face it:
gatekeeper: the killer has LITERALLY no power over this. without ruin, good luck trying to get anything better than silver.
devout: punishes you for survivor DCs or survivors giving up on the hook. also, thanks to the hatch its extremely hard to get this iridescent.
malicious: okay i guess
chaser: killers get screwed for using powers that shorten the chase (e.g. chainsaws or beartraps). also, you get rewarded for many short chases, yet with the loops and genrush its really hard to get the said amount of chases before the game ends. and like i said earlier, you get screwed for using powers that shorten a chase.
that seems like GREAT design to me.
also, dont forget how many emblem qualities you need to rank up in red ranks... and people wonder why all they see there are nurses, billies and spirits (spoiler: because every other killer is almost guaranteed to depip, even with 3 kills (safepip wih 4. yaay.))
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I guess they both make sense at lower ranks but both fall apart fairly quickly once the players on both sides become more skilled. That's a majority of the this or that needing nerfed complaints in general though. I watched a video that was recently uploaded at the time earlier with 20K views and the chat had a good number of "GF OP" comments and the people playing said he was OP too. Then I see their ranks after the game and the best rank was 17 out of all five of them in a KYF game.
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I mean that's likely. A majority of Survivors are at low ranks, evidenced by BHVRs own statistics, and generally those that express difficulty with Killers on Steam forums haven't even gotten past Rank 10 when you check their achievements, despite having almost 400 hours.
It baffles me. And these people are who the devs listen to.
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the pips should be basic
0-1 kill: No pip
2 kills: safety pip
3 kills: 1 pip
4 kills: 2 pip
Same for survivor
0-1 gen done: No pip
2-3 gens done: safety pip
4-5 gens done: 1 pip
escape: +1 pip (so hatch escape on 0-1 gen is a safety, 2 gens is 1 pip etc)
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I think you made a little mistake here. A safety pip is the same thing as no pip. Where you put "no pip", it should be de-pip. I agree on the killer's side of things, but I don't necessarily agree about the survivor side. I think there are more nuances to playing a survivor successfully than just the number of gens completed by the time you die. I do think survivors should be guaranteed a pip if they escape though. Your survivor model would be ridiculously easy to rank up actually.
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0-2 gen done: de-pip
3-4 gens done: safety pip
5 gens done: 1 pip
escape: +1 pip (so hatch escape on 0-2 gen is a safety, 3-4 gens is 1 pip etc)
Hows that sound
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Simple. And simple can be a good thing. There is some nuance that this fails to capture. Such as having a sand bagging team mate that doesn't work gens or really help at all being able to double pip just by walking out the exit gate. Or games where your individual performance is pretty good. Worked on gens, gave the killer really good chases, rescued friends, but still de-pip if your team isn't doing their job. This system would also heavily push survivors into focusing gens even more. If you like survivors gen rushing you when you are the killer and not being overly altruistic then this system is great.
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@Dreamnomad Good point.
0-5 actions points: No pip
6-9 actions points: safety pip
9+ actions points: 1 pip
What an action is:
Completing a heal for 1 health state on another survivor, +1
doing 20% worth of a gen (collects across gens, so you can do 10% on one and 10% on another), +1 point
Taking a hit for a recently unhooked survivor, +2
Cleansing a totem (dull/hex), +1
20 seconds of a chase, +1
Opening a gate, +2
Late save (save during EGC), +2
Escape, +3
No-one left behind (take a hit for an injured survivor after being recently unhooked and in the exit gate area), +3 if less then 5 points, +1 otherwise
Hatch savior (open hatch with a key and have other people escape), +2 for first other escape, +1 pass that.
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@Mister_xD hit the nail on the head here. The Killer Emblems were much better before 2.6.0. IIRC, Survivors were having trouble pipping which led to longer queue times for Killers at higher ranks. Instead of making it easier for Survivors to pip, BHVR just messed up the Killer Emblems.
The Victory Cube did have a big problem however, and it was that it solely relied on kills. Killers were more likely to play in ways that were really unfun for Survivors (like hard camping) to ensure a kill. Sure, the Killer would risk being gen rushed, but there’s still one Survivor who probably didn’t have any fun at all. The Emblem system punishes camping, forcing you to play differently in order to rank up. It also rewards you for doing other things like protecting the gens. With the Emblem system, if you make a mistake and it results in the gates being powered, you probably won’t depip. If you did that with the Victory Cube, then you had a good chance of depipping because of the lack of kills. I can definitely understand why the devs wanted to replace it. As for my stance on this issue, I would say either fix the Killer Emblems (at least revert the 2.6.0 changes) or bring back the Victory Cube.
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@SnakeSound222 i agree that the idea is good, yet the execution has been... lets say unique.
i know the victory cube was really bad, yet at least killers did not depip with killing 3 survivors... also the things the devs expect a killer to do in order to pip are just absurd. i have about 10 minutes until they rushed through the gens. in that time i have to hook survivors at least 10 times while killing multiple of them, have like 20 succesfull chases, injure them, stop them from healing back up, (get as many hooks as i can in general) AND stop them from sitting on gens.
sorry, but how is my clown supposed to achieve that with low map pressure?
or my wraith with slower chases?
or my trapper where traps literally do not count as won chases and who also struggles without them?
maybe this ends up being better when they intordoce secondary objectives, so i have more time to achieve those things..
if you dont want to read my little rant:
emblem system was a good idea, but it was lacking in exectuion. it sucks that killers can depip with 3 or 4 kills and especially high ranks are impossible to get for lower level killers
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