Rework the pip and rank system please
It's frustrating to have a good game or to kill at least two of the team only to get "entity displeased" and either depip or not pip at all.
It's like these emblems try to force you to play a certain way.
You have rank for a reason yet somehow it means nothing. It's like you guys are unsure of whether you want this game to be competitive or a casual game.
It would be impossible for it to be competitive anyway considering the base mechanics favor the Survivors(hook 2-3 times) and that the Survivors hold the power of the matches.
How is a competitive game supposed to be so if both parties aren't even on equal footing unless you play Nurse?
Please enlighten me guys because it get so frustrating when you try your best as killer in this game but the odds are so against you, sometimes you ask why even play....
It's like these emblems try to force you to play a certain way.
You have rank for a reason yet somehow it means nothing. It's like you guys are unsure of whether you want this game to be competitive or a casual game.
It would be impossible for it to be competitive anyway considering the base mechanics favor the Survivors(hook 2-3 times) and that the Survivors hold the power of the matches.
How is a competitive game supposed to be so if both parties aren't even on equal footing unless you play Nurse?
Please enlighten me guys because it get so frustrating when you try your best as killer in this game but the odds are so against you, sometimes you ask why even play....
Comments
They do, it's the entire point of the emblem system. You rank up for playing a game that's interactive and has meaningful survivor killer interactions.
Killers won't rank up if they don't get a lot of hits, or hook progression, or don't keep generators from being done, or simply don't kill enough people.
Likewise, a survivor that hides from you all game and avoids meaningful interaction with you, or doesn't help teammates will have a hard time ranking up. Similarly a survivor who tries to be in your face all game and isn't altruistic and doesn't contribute to generator progress will struggle to rank up.
The point of the ranks are basically to incentivise 'fun' play for both sides, not only one. Ie, a cheap one hit down and kill on first hook from end game camping isn't going to get you far because you haven't won a lot of chases, inflicted lots of hits etc.
Often easier killer builds are also at risk. Huntress with her scummy one shot hatchets halves chases and halves amount of hits. Myers with Tombstone often loses many chases, gets genrushed and doesn't injure anyone, so even if he murders everyone it doesn't rank him up much.
And in the end, rank means very little. Constant resets and the ability to derank means the pool of players at around rank 10 often contains many of the players you may encounter at rank 1 a different day.
I always see one or the other, you meme around and have fun at the cost of constantly depipping and deranking, or you try your best in such an agonizing way that's not fun, to get to rank 1 which is the epitome of anti fun.
This game is all over the place honestly...
I really don't think it's that far off from being good. I just think it needs a little tweaking and to have the safety pip removed and you're good. I understand that it might be frustrating to get two kills or power three generators and not pip, but I also think it's important to make the distinction between a player who can do generators and still survive in a chase, or kill two people while getting eight or more downs. Someone who stays immersed and slips out the gate or someone who barely downs two people and camps them to death simply isn't as good as someone who can do that and more.
I find that more often than not, even when you're forced into a different playstyle, if you're meant to pip you'll probably pip anyway.
I'm okay with the double pip. If do really well you should probably get to your appropriate rank faster. But you should have to totally destroy that match to do it. 100% down with getting rid of the safety pip, though. It makes it too easy to rank up on average.
I agree. Double pips should stay because they're not so common and give a nice sense of accomplishment (especially as survivor), which is good in this kind of game. Safety pips's only purpose though is to hold the player's hand... they should be there only at rank 20-15 for newbies.
I'm gonna copy my post here from another thread, because I love advertising my thoughts
Killer emblem system is indeed broken. Survivor is ok: it's a good concept to reward survivors with emblem score for evading, helping others and doing gens.
Killer system on the other hand, is just wrong. It betrays a somewhat sweaty attempt from the developers to incentivize a "nice" gameplay. That's why you lose emblem points (although not a lot) if you camp, that's why you, interestingly enough, end up with more pips if survivors keep unhooking each other and you hook them again.
I honestly believe it is not necessary to be so hellbent on forcing killers to play a certain way. I don't mind salt, I think the best way to play is to be as ruthless and possible: if you slug all four of them and then go and hook, and they all die on their first hook, it should count the same as having a 4K by repeatedly downing, letting them rescue then hooking again. Killer requirement for pips should be:
0K = -2 pips
1K = -1 pip
2K = black pip
3K = +1 pip
4K = +2 pips
I understand it may lead to more camping, but there are better ways to counter that. Gameplay mechanics should reward a more intense and fun playstyle, not some point system. I'd completely go for a change where sacrifice stages are longer, making camping less rewarding. If I was a dev, I'd even consider changing the mechanic of three hook stages to a simple "hook health" bar system, where, if you're hooked, your "hook health" slowly goes down (like when you're downed and bleeding out), and if you're unhooked at, say, 67%, you'll continue from there when you're hooked again.
These are just ideas, there might be better ways. But my main point is, the success of a killer is much more objectively measured by how many kills they have. If it leads to a more tryhard playstyle, that's for the better. Kills are what we care the most about when playing killer, and it would be definitely better than some patronizing, "play-nicey" approach forced on us.