All of the others basically fit into this category. Game knowledge, situational awareness and good judgement are the hallmarks of a highly skilled player in most games, and DBD is no exception.
"Length of leading killer on a chase without throwing down all the pallets"
This is basically what shows if a Survivor is good or VERY good during a Chase. Both Survivors might be able to run the Killer around for two minutes, however, one of them uses 4 Pallets, the other guy only one Pallet. Combining several Structures while looping and saving Pallets instead of using them too early is what divides the really skilled Survivors from the average or good Survivors, during Chases.
But I picked another option, because I feel while this is really important, a Survivor who is only available for Chases will not be that beneficial for the team. Efficiency is important so that you know that when you are not being chased, not unhooking, you need to sit on a Gen. Also having a good awareness over the Map, knowing which Generators should be completed early and which Generators should not be completed, because it would either result in a 3 Gen or making it easier for the Killer to patrol them (e.g. Hawkins, the Generator upstairs and in the Portal Room should not be done until 3 Gens are left, because it makes it way easier for the Killer to patrol Gens when those are done early).
All of the others basically fit into this category. Game knowledge, situational awareness and good judgement are the hallmarks of a highly skilled player in most games, and DBD is no exception.
I agree. How can bhvr track survivors with high skill when acting in dire situations? Instead they can only track individual actions, am I right?
I agree. How can bhvr track survivors with high skill when acting in dire situations? Instead they can only track individual actions, am I right?
The problem with tracking individual actions is that's what the current emblem system does, and it doesn't work at all because you can never take every variable into account. It's like you said, there is no way to measure skill on a game-by-game basis.
That's why I personally believe that the only way to make it work is to ignore all the variables and focus on whether the player completed their ultimate objective - that is, kills or escapes. Basically, they need to look at it on a macro, rather than a micro, scale. Sometimes RNG will screw people over, but mathematically speaking, RNG will tend to balance out over time. The way I see it, a bad player can 4K or escape and a good player can 0K or die, but in general good players will get more kills and escapes than bad players over time, regardless of RNG.
"Length of leading killer on a chase without throwing down all the pallets"
This is basically what shows if a Survivor is good or VERY good during a Chase. Both Survivors might be able to run the Killer around for two minutes, however, one of them uses 4 Pallets, the other guy only one Pallet. Combining several Structures while looping and saving Pallets instead of using them too early is what divides the really skilled Survivors from the average or good Survivors, during Chases.
But I picked another option, because I feel while this is really important, a Survivor who is only available for Chases will not be that beneficial for the team. Efficiency is important so that you know that when you are not being chased, not unhooking, you need to sit on a Gen. Also having a good awareness over the Map, knowing which Generators should be completed early and which Generators should not be completed, because it would either result in a 3 Gen or making it easier for the Killer to patrol them (e.g. Hawkins, the Generator upstairs and in the Portal Room should not be done until 3 Gens are left, because it makes it way easier for the Killer to patrol Gens when those are done early).
If bhvr ever manages to pool survivors together that are as good as this games would be easy peezy lemon squeezy.
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Comments
All of the others basically fit into this category. Game knowledge, situational awareness and good judgement are the hallmarks of a highly skilled player in most games, and DBD is no exception.
All of the above
I vote for that.
Close second:
"Length of leading killer on a chase without throwing down all the pallets"
This is basically what shows if a Survivor is good or VERY good during a Chase. Both Survivors might be able to run the Killer around for two minutes, however, one of them uses 4 Pallets, the other guy only one Pallet. Combining several Structures while looping and saving Pallets instead of using them too early is what divides the really skilled Survivors from the average or good Survivors, during Chases.
But I picked another option, because I feel while this is really important, a Survivor who is only available for Chases will not be that beneficial for the team. Efficiency is important so that you know that when you are not being chased, not unhooking, you need to sit on a Gen. Also having a good awareness over the Map, knowing which Generators should be completed early and which Generators should not be completed, because it would either result in a 3 Gen or making it easier for the Killer to patrol them (e.g. Hawkins, the Generator upstairs and in the Portal Room should not be done until 3 Gens are left, because it makes it way easier for the Killer to patrol Gens when those are done early).
Just outplayed us all. Lol
I agree. How can bhvr track survivors with high skill when acting in dire situations? Instead they can only track individual actions, am I right?
The problem with tracking individual actions is that's what the current emblem system does, and it doesn't work at all because you can never take every variable into account. It's like you said, there is no way to measure skill on a game-by-game basis.
That's why I personally believe that the only way to make it work is to ignore all the variables and focus on whether the player completed their ultimate objective - that is, kills or escapes. Basically, they need to look at it on a macro, rather than a micro, scale. Sometimes RNG will screw people over, but mathematically speaking, RNG will tend to balance out over time. The way I see it, a bad player can 4K or escape and a good player can 0K or die, but in general good players will get more kills and escapes than bad players over time, regardless of RNG.
Plays solo and always gives a "GG" after a match.
Great players do exist....somewhere.
Literally everything other than grasp saves and great skill-checks.
If bhvr ever manages to pool survivors together that are as good as this games would be easy peezy lemon squeezy.
Why would a killer ever want to rank up?