The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
Rank System: Survivor Changes Simplied
Prologue
This will be short and to the point.
These changes should make rank more viable for both roles, so enjoy! 🙂
General Changes
Removed Emblems — They are replaced by a point system that grants rank progression depending on total!
Less Than 100 Points (First Game in a row): 0 Rank Progression
Less Than 100 Points (Second or more games in a row): -1 Rank Progression
100 or More Points: +1 Rank Progression
Survivors: Earning Points
Any generator completed grants 2.5 points to all survivors.
Every 1% you repair grants 0.75 points.
Cleansing a totem grants 2.5 points, and those points are tripled if it was a Hex Totem.
All survivors lose 0.25 points every second a survivor is on the hook (exception: when it's you that's hooked).
Safe unhooks grant 25 points to the savior.
Unsafe hooks causes the savior to lose a certain amount of points depending on the situation:
- During EGC: No Penalty
Otherwise, lose 25 points.
- Hooked survivor within 10 seconds to losing a hook state: No Penalty
Otherwise, lose 25 points.
Protection hits while the killer is carrying a survivor grants 5 points, and if the survivor wiggles free afterwards, those points are quintupled.
Sabotaging a hook that allows a carried survivor to wiggle free grants 25 points.
Saving a carried survivor with a pallet or blind grants 25 points.
After being in a chase for 15 seconds, every second grants 0.5 points.
After being in a chase for 15 seconds, all points your teammates earn while you're in a chase are granted to you at a 50% conversion rate.
If you are eliminated from the trial, you will lose a certain amount of points depending on when you was eliminated:
- First survivor: 8 point penalty.
- Second survivor: 6 point penalty.
- Third survivor: 4 point penalty.
- Fourth survivor: 2 point penalty.
Plus a 2 point penalty for every generator that needed to be completed when you were sacrificed.
Epilogue
Done, feedback is appreciated! 🤗😁
Killer version coming soon!
Comments
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As if we need more useless survivors at red ranks.
1 solo gen: 60 points
1/2 another gen: 30 points
1 safe hook save: 25 points
1.5 gens and 1 save shouldn't give a pip. You've barely played.
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You've had some great ideas and some reaally thoughtful discussions over the past few months. However, it needs to be HARDER to rank up, not easier.
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Survivors need to be judged moreso as a team instead of individually. Of course completing generators and saving survivors should count towards it, but escaping is the main goal and depending on how important you were in a match say if you died but 3 people escaped, you'd pip because of your taking killer aggression/whatever.
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Actually, 5 generators divided evenly into 4 survivors = 1 and quarter of a generator per survivor. Doing 1 and half of generator is pulling your weight, so this is fair in my opinion.
The hook saving part is intentional, but you're not accounting for the points lost every second that a survivor remains on that hook. If you save a hooked survivor last second (before death or next phase), you will lose 15 points that aren't refunded back to you, and your bonus for a safe hook rescue has to fill in that gap. If you don't make a lot of hook rescues, you will have to make up for those lost points.
Finally, when you die, you're also going to lose points, so you, in a way, need to get a little over 100 points of things look dire, and I added a rank buffer because there are things like mori in the game. 😁🤗
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The issue is that simply pulling your weight should grant a safety pip, not rank progression. Because if you're performing at the same level as all your teammates at the same rank, that means you're at the rank you should be at. You should have to go above and beyond to demonstrate that you are skilled beyond your rank and thus deserve to progress higher.
Also, I think it's problematic that survivors lose points for every second that their teammate remains on the hook in the first place, because it's not reflective of actual strategic gameplay. There is no strategic disadvantage to allowing someone to stay on the hook until it's a good time to unhook them, as long as they don't die or reach second stage. In fact, more often than not, there is a strategic disadvantage to unhooking someone as soon as possible. What you're doing with a system like that is artificially punishing people for playing the game normally, and encouraging them to adopt a particular playstyle for the sake of their rank. That's one of the main problems with the current rank system, so if you're seeking to improve upon the current system, you should be actively eliminating such features.
3 -
Well-put.
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I actually don't have any counterpoints to that, well said.
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I've started giving up on the game because of the current ranking system.
Like how can I lose and get 0 kills like 15 games in a row and the game still thinks I should be going against red rank survivors?
Like I want close games, I am tired of being someone's punching back for like a whole match over and over.
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