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Items that should stop a game from counting for rank
Ranked systems (the only system we have in DBD) should account for abilities or addons that allow for the circumvention of normal gameplay.
For instance; bringing a Mori should automatically either remove the chance of depipping for survivors, or make the game only award Bloodpoints and not count as a ranked game.
Moris and similar items and addons circumvent normal play in which a player would have work to earn points for their rank. In the case of a Mori, it removes the need to sacrifice a survivor multiple times to take them out of the game. Not giving points to the killer doesn't just punish the killer, the Mori still punishes survivors and can make them depip/derank simply because the killer cut their game short by two hooks.
A list of things I believe should stop a game from being counted as a ranked game or make the game a minimum safety Pip are:
Moris
Keys
Iridescent Heads
Tombstone Piece
Judith’s Tombstone
These items, though rare, do not belong in a ranked system because they do not promote actual gameplay but rely instead on the power of the addon to work around normal gameplay rules and cut the game short.
I am not saying they should be removed from the game, simply that if they’re used in a match, that the match stop being counted as a ranked match OR have the ability to lose a Pip removed from the opposing side by making the requirements for a safety Pip 0 points while gaining a Pip should keep the same point requirements.
DCing should be treated the same way, except that it should stop the game from being ranked, or reduced the safety Pip requirements to 0 for everyone in the game.
I think this would help balance out the strength of these addons and offerings with their effects on a monthly ranking system. These things do not augment a player's skill (which is what a ranked system looks at), but instead circumvents it.
Comments
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I like this. I agree
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Makes too much sense so I don't see it being implemented
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I'm all for this. Some items should stop you from pipping, like Prayer Beads.
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This seems like a reasonable idea to me.
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Iridescent Head and Myers Mori's should be ok. They require an actual level of skill by the killer or just a really bad survivor.
Prayer beads should be added tho. Makes Spirit go easy mode.
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Gonna give it a hard no.
I dont want my ability to rank up to be controlled by someone else's item.
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The only problem is these are mainly killer items.
Toolboxes, medkits and flashlights also have the ability to severely hinder a killers progress with the ability to take a free hit, save someone and speed up the game.
Every item can make the game unbalanced in some way in reality.
If we start down that route then perks start to also come into play and why Is advise not to look at the rank system as a rank system but a way to just try and match people of equal skill.
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None of the items you mentioned completely circumvent the mechanics they work with, though. They already got rid of instant heal med kits or it would be on the list.
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iridescent head definitely takes skill maybe with one hatchet but with infantry belt no
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Unless you you just melee range the throw. No skill, guaranteed down.
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it was sarcasm iridescent head takes literally no skill to use
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Why not, grant double bloodpoints if you escape a killer with a mori. It can be done. Just play stealthy. If you get farmed then dont blame the killer, thats on your team.
Keys are ok. I just want them removed from being found in chests.
Huntress is very hard to aim with and good survivors can usually dodge most of her throws. If you are caught in melee range of an iri head huntress, might i suggest you may be doing something wrong?
Perma t3 Myers is rare and again easilly countered by paying attention and not letting him stalk. Personally, if i see myers looking at me and i don't think i can lose him quickly, i jump in a locker. He may get me but i negate his only advantage as a killer.
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I definitely think people getting mori'd should result in them getting at least a black pip. Seems like a no-brainer. Alternatively, nerf mori's so the entire pace and flow of the game doesn't get absolutely destroyed by its usage (make the conditions much harder, for example needing to hook the survivor twice, needing to hook every survivor once, (to prevent the tunneling -> mori bs, etc).
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I wouldn't mind keys being in chest with plunders only.
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I can't agree with this change. It feels too arbitrary. And besides, if a player inflates their rank by using Moris, Keys or Iridescent Head, they can always be knocked back down to their actual rank once they run out.
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I really see no problem with all this itens and add-ons my real problem is with the SWF system cuz all the time i play versus SWF and in lower ranks that they should be
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This is perhaps a neat idea on paper, but where is the line?
Let's say I'm counting Huntress' hatchets as she throws them at me, and I see that she has thrown all five, so she is out... but she brought a belt, and has extra hatchets, so she nails me. While this is more mild than your examples, it also circumvents baseline expectations in a meaningful way.
So, if there were a system in place as you describe, the line in the sand would be different for everyone, and you'd have tons of threads on here asking for this and that to be added to the "restricted list," so to speak. It's essentially a transparent admission that something is too overpowered to deal with, and if that's the case, the better solution would be to re-balance it.
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The utility belt doesn't ignore the requirements of gameplay. She still needs to hit you twice to down you.
The line I described if completely different from the one you somehow translated.
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I just used that as an example off the top of my head.
My point is that it would result in a ton of complaining about what does and doesn't belong in the "restricted list." And if Behaviour were to create such a thing in the first place, it would basically be an admission that certain things are too broken for everyday use -- or, that would be the perception anyway.
The optics just wouldn't be good, no matter what.
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The changes to Insta heal actually help more with one hit down addons as the endurance one enables you to take that extra hit after being unhooked or if you get injured first. When used correctly It's an extra health state which can be multiplied by 4.
The best toolbox with addons removes 26s of time so roughly 32.5% of the overall objective for each gen one is used on.
A flashlight user can add more chases circumventing the killer being able to hook entirely. After its use they add another chase and down which grows with each use.
Now Insta downs remove 3 chases of the Huntress's objective but it doesn't circumvent the whole mechanic. They still need to hunt, down and hook the player.
As I said it depends on the player and how well they can use the tools for all these items but each one can change the outcome of a match quite drastically.
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None of that is circumventing gameplay. It's augmenting it.
A mori circumvents gameplay by ignoring the requirement of having to hook a survivor three times to sacriffice them.
A flashlight does not circumvent gameplay as it simply prolongs a chase much like a well timed pallet stun or loop.
Toolboxes do not circumvent gameplay because they still require you finish the generator which can be kicked and regressed.
Iridescent heads circumvent the requirement that a survivor must be hit twice to go down (killer powers not withstanding).
It doesn't depend on how well a player can use it. Using it at all circumvents standard gameplay.
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Personally i like moris as a survivor. I always know when the killer has one. They add a bit of tension to the match. My biggest problem with them is with teammates who unhook in killers face giving them a free kill.
Iri head same thing. It adds a fear factor this 'horror' game lacks.
Ultimately, much like playing against spirit, those 2 items force you to adapt your gameplay. That shouldn't be banned or nerfed or punished. That should be encouraged to keep things different.
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@Tarvesh This all boils down to a "from a certain point of view" situation.
The toolbox that @twistedmonkey cited reduces a generator's "health states" and circumvents the requirement that a single survivor must spend a minimum of 80 seconds to repair it. The people who constantly crow about "gen rush" would absolutely lump this in with the same urgency as, say, Iridescent Heads.
This is what I mean when I say that implementing a "restricted list" would be opening Pandora's box, in terms of what deserves to be on it. It would create at least as much angst as it aims to "fix."
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I think these items just need to be rebalanced. Good list for rebalancing though
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None of the examples you mentioned are a hard-and-fast rule of the game. There are numerous killers with insta-downs, as well as many perks with insta-downs.
There are also several ways to kill a survivor without hooking them 3 times or using a Mori. You can use Devour Hope or Rancor, or you can use certain add-ons like Tombstone, or you can just slug a survivor and let them bleed out.
It's not circumventing standard gameplay. It's a normal, well-established part of the game.
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Moris and keys yes, everything else you mentioned no
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An iri head circumvents the need to hit a survivor twice.
A flashlight may prolong a chase but if you have already hit them twice to down them it means a killer needs to hit them three times or even more it could be 4 or 5 hits easily so it also can circumvents the 2 hits.
One removes a hit the other can add them.
Generators are the objective for survivors and removing 32.5%? Of that time is a major change to the game length. The same could be said with iri add-ons as they don't help you win a chase or down someone they simply remove a hit which is in essense just saving time doing the objective. They still need to pick them up and get them on a hook to sacrifice them.
As Rydog said it opens a can of worms which is what I originally said as each item or addon is cutting down the overall time to do the objective of gens, hooks or prolonging the time so where does it end? Some perks are even worse at doing this.
Post edited by twistedmonkey on0 -
@Tarvesh while I Agree and like this idea !
It also has its downsides .
If you were a Dev how would you implement this without hurting the game .
For example . I don't have much time and I wanna play a few games . But because Survivors brought a key or the killer brought a Mori then the game passively turned unranked . When I'm only interested in Ranked matches .
So it kind of ruins it for some people .
And if an option were to be included before matchmaking to either choose Ranked or unranked .
Then that would hurt Matchmaking even more .
Splitting the fanbase and making queue times severly long cause there aren't enough survivors to play a Ranked match or the other .
It'd only be fair if it were to impact the person who brought the offering or the item . But that would be so difficult and uneasy to implement .
Could Break the Ranking system as a whole with bugs .
It's not as easy as drinking water . There's programming that goes into it 😅
I know it feels unfair . But maybe there are other workarounds to this .
How big of an issue is it ?
I don't think it's top priority and I'd say it has a minimal impact on the game experience .
Unless you get hit by Being Moried 2-3 times in a Row .
Or 2-3 Survivors escape through the Hatch several games because they freaking found a purple or a skeleton key or someone brought it .
I know how that feels both sides.
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Either none or all equipment.
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Look, I like this for Mori's since I feel cheated out of the game, but certain add-on combinations? Why not make Insta-Saw on that list then? Why not make it all Ultra-Rare add-ons a put Pig players further back? Same with Wraith.
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