The Emblem System Serves Absolutely No Purpose
This is why the Emblem System has almost no correlation with how well you did. If someone's just cheesing players, they won't rank up and can continue to cheese players anyways.
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They changed things like hanging around hooks too much can lower your emblem progress, or other such things.
How fast was this match btw?
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I know they did, I'm saying they shouldn't have.
I mori'd the Obsession with 3 gens left, game took about 4 minutes.
EDIT: Five gens took about 4 minutes in total but the final person hung on hook for a while; felt it'd be dishonest to include that. The game effectively ended in 4 minutes.
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I'm not invested mentally when it comes to how the emblem system currently works now, but I feel like @Orion might know.
That or someone he knows, but from what I can gather I guess having fast games won't progress the games emblem system very much for either side.
That, and you mori'ed them which anyone can tell you won't progress anything in your emblem system specifically. The game wants you to kick gens, hook survivors, and etc etc. Simple things anyone can do, but if you take a faster route I guess the results are usually half baked.
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I would love to hear justification on how the Emblem system judged my performance appropriately when I killed 75% of their team yet earned 2 total victory points.
Again, I know why it happened, I just don't see how this system is doing a good job so far.
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I do not. I don't care about rank.
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Round two of Emblem System / 10.
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Gaining Emblem points is hard for a lot of killers because of their power (Billy's chainsaw, Michael's tombstones and insta-downs, Trapper's traps etc.). You don't have a lot of chases.
Also if you get genrushed, you won't pip, even if you kill the survivors in the endgame.
If it's any consolation, the pipping system isn't working for survivors, either. :/
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You tombstoned 2 of them. That means no Chaser and no Malicious. If you smacked them first and took some hooks you would have points in these emblems.
If you got a hook but still got 0 in Chaser it means you were camping with no other survivors around.
If you got nothing in Gatekeeper it means you did nothing to actively stop them on the gens and/or they just did the gens too fast.
Post a video of the full game so we can get the entire context of the situation. I won't argue that some killers need tweaks regarding emblems, but it looks to me like you really didn't play as well as you think.
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Emblem System is stupid af. I had a game with hag today. I got 2 guys in the basement and nobody helped them. So everyone was 1 hook. 2-3 min game with depipping. nice.
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I know why it happened and I know how the system works, I'm saying it's asinine that it works this way.
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Not to be sarcastic, I'm just genuinely curious if this is seen by BHVR as the system working as it is intended.
I don't see either of these games as losses to be quite honest.
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Lefty got a 4k depip, and if this doesn't make my case then nothing in the world will convince you.
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You need to hook people as many times as you can to pip. It is how it is. Get used to it, only use mori after the second hook.
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5.2/10 for me
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I stopped caring about emblems because
- I realized the sheer number of disconnects actually is killing my emblems
- I did a game where I never got downed, lost the killer several times through 4 generators, helped with another generator, nobody got hooked, obsession got rancored - and yet I only safety pipped for some reason.... AT RANK 16 (seriously #########)
- I can wipe an entire team in a matter of minutes and not even safety pip. FFS, if I kill a team that fast, shouldn't you be ranking me past those losers so I don't wipe the floor with them again?
At this point, I just started kicking it old school and going for kills as a killer, and points as a survivor. This emblem system was serviceable before - it's now completely pointless.
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Why do killers want to 4k all the time?
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Can we just go back to Victory cube based pipping?
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Golden Malicious and Iridescent gatekeeper, so I clearly pressured, but I had the audacity to use my power, so I safetied.
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We all know this feeling very well. Right now rank doesn't mean anything in regards to player skill. It's just a measure of how often a player completes a specific task within a match. Some of which are completely out of the player's control... Excellent design as always.
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Another 4k safety where I clearly pressured as hard as was physically possible, even indicated by this poor system itself.
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Few more I forgot to upload. Hope I got my message across that it has no correlation with results in any capacity whatsoever.
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But but... you should let the game last longer! It isn't any fun killing them asap!
Haha just kidding. Killing all 4 Survivors with 4 or more gens left should be an automatic pip. Likewise for Survivors, if no one has been hooked and you escape, it should be an automatic pip.
There is 0 reason to stay at the same rank when you clearly decimate the other side.
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The way the Devs have the game judge us Killers (yes, it honestly feels like judgment) is ridiculous. Best example, I had two games where I played as Trapper. Ended up both with a 2K result. Both games lasted just about the same, had one with 3 SWF, where two were higher rank and a bit better than most Survivors I face. The other maybe was a 2 SWF, but was on one of my worst maps for me and so I ended up potatoing a lil.
But same result of killa, jus about the same game length...one was BARELY a safety pip, the other snagged a pip up easily....I mean...what kind of design is that? Feels flawed as heck. I feel the older system was better, because the requirements at Green and Purple Rank feel ridiculous...Red Rank requirements are ludicrous and why I do not aspire to ever aim for Red Ranks (I'm more Green/Purple material anyway).
Survivors on the other hand, I play half seriously,,sometimes perkless or with one Perk and end up piping or double piping doing not nearly as much as Killer needs to,for the same results...
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The emblem system is just a poor attempt by the devs to incentivize player behavior they want to see.
Newbies with less than 100 hours might want to try for it as they are used to climbing ranks in other games, but anyone past 100 hours doesn't really care about the emblem system, pips and ranking and have their own way of playing.
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This
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That's true but the matchmaking system uses the emblem system's ranks, so good players will be kept in low ranks to continue abusing players legitimately of that skill level.
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@Peanits hate to tag you, but is there any consideration at present for the role of the Emblem system? It seems to try to both encourage healthy play styles and assess performance but comes up short in both departments.
Gatekeeper is entirely out of the Killer's hands, and Chaser penalizes certain perks and powers.
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I've been having an issue lately.
We all know the Devs want a 2k on average, right? If so, Killers will have a HUGE issue. Past rank 10, it is near-impossible to pip with a 2k. I have pipped maybe ONCE in like 25 2ks. I can barely pip in red ranks with 4ks, let alone with 2ks.
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This is a good point. The devs continue to balance around Kills instead of pips. This is why I asked for them to start showing Pipping statistics.
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It does serve a purpose, though I can't tell here what it is specifically.
Post edited by Acromio on5 -
The emblem system is there to make both sides "fun" for the other team, because playing efficient will hurt your rank.
(The same was just implemented with execution exp in deathgarden as a side note)
Kill all 4 but because they all died on first hook after an instant down you dont get good score.
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Yeah Gatekeeper shouldn't carry as much weight. If you're a killer, kills and sacs should matter more. Not if you hit or not hit a gen. Even chasing them off should count more too. The game will make you choose whether to chase a survivor or hit a gen that may or may not get powered by the end of the game if you care about pips.
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if you're 4k depipping on any killer who isn't billy or myers you're probably a really boring killer
gatekeeper and chaser should get some tweaks though
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I have been hating the emblem system since it was implemented. I hate it about equally with end game crapla.
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Just some more examples of the Emblem system literally not accomplishing anything. It doesn't facilitate matchmaking nor does it assess skill. It also fails to encourage any healthy playstyles but rather achieves the opposite.
@Peanits Is this system being reconsidered for Killer?
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Be glad, now you can play the way you like (killing people) knowing that you are skillful and not rank up too fast. If you want to rank up just play killer's with high emblem gains and just basically farm with survivors as emblems expect you to.
Ranks still just represent your willingness to farm/bend your gameplay to unoptimal plays to get more points and how often you play DBD and not your actuall skill.
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4k, nearly depipped.
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Devour hope is a bit of an edge case and we'll have to take a look at that when we get time (the game doesn't treat a mori from devour hope differently from an offering right now). We're taking a look at some of the issues on the killer side of emblems right now, but I don't have anything set in stone to share just yet.
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I agree with @Mochan and that sums it all up.
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I didn't think I like the leaderboard idea when I first heard about it awhile ago, but the leaderboard would be better to gauge players ability since you could compare Trappers to Trappers... and Survivors to Survivors. I hope they get this done when the dedicated servers come out.
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I think they should then take that emblem system and use that as a bloodpoint scoring system, to incentivize players to play the way BHVR would like them too. I think many players respond better to more bloodpoints than being the best of the best.
Then they can drop WGLF and the bloodpoint bonus on BBQ.
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There's nothing wrong with the emblem system. Stop camping and tunnelling and see the results.
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Much appreciated to hear from you, as always. Devour Hope is indeed a cornercase, but one consistent trend is that Gatekeeper is entirely out of out control as Killer, and if you use instant downs, your Chaser is arbitrarily punished.
There is effectively no difference between hitting a Survivor once to take away two health states instantly and hitting them twice in extremely rapid succession to take away the same two health states, but one is rewarded twofold over the other.
Thanks again for your reply, good to know BHVR is thinking about it!
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I'm here to destroy survivors, not to make sure they have fun and as many escape opportunities as posible. You can take your pip system and... keep it for yourselves.
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The only thing that bothers me is why the Emblem Bonus XP is so unnecessarily low.
"4 Iridescent Shards? Have fun with your 18 XP, #########." - Entity
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Killed all 4, but sorry, that still wasn't good enough for a win. You basically tied with the survivors. You needed 5 kills to pip.
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What's irritating is you can completely wipe a team quickly and still just get a safety pip.
Makes no sense - are the survivors being punished by being forced to be dominated by me over and over again because I will never rank past them?
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I just had a match where I was the only red survivor, there was a green survivor, a purple survivor, and a yellow rank survivor - against a purple rank killer.
How can you justify making ranking harder when you do not even respect rank brackets?
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Useless. Just like Ranks.
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I literally got a 4k, one person I lost and bled out, but the other 3 were killed on hook, 4 gens left, depiped. I regret not getting too survivor rank 1 because I feel it's impossible now.
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It's not impossible, you just need to treat it like another full time job (like some streamers) and hope to get lucky with the other survivors you randomly get teamed up with constantly across all ranks since the ranking system does not respect brackets that often.
Or just roll with a 4 man swf - they don't have to be good, just dependable and not DC.
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Let's just go back to the 2 kill system.
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