Why is Player Level Gained Based on Time?
It doesn't make that much sense to level up based SOLELY on how much time you spend in the match.
An example of why this is dumb...
A killer gets a 4k really quickly and was great at keeping survivors off of the gens and applied great map pressure. BUT, since the match was over quickly they get ######### all xp.
Another example...
3 survivors end up escaping while the 4th stays behind. That survivor and the killer can sit there in the match for 30 minutes and get the max amount of xp they can get from that match, while the other 3 get screwed over and get far less xp because they were "too quick" or "too good".
Like who the ######### designed this system? Player xp should be based on how good you as a player did during the match, not how ######### slow you are.
Comments
Long games aren't fun, they are a chore.
It is based on time, but you get extra XP bonuses for how well you did with the emblems.
Here is a link to the wiki for it... There is a section on experience points that gives you a list of the bonuses you can get. They aren't that much though.. but that is it.
https://deadbydaylight.gamepedia.com/Player_Level
The time probably caps out though so you only get a max xp plus whatever little bonuses you get... but I'm not 100% sure on that one. When you got shards instead of player experience, it was capped out I think on 10 shards per match.
I don't pay much attention to it though since the whole player level thing seems useless.
Yeaaaah, long games are fun lol
Yes, it caps at 10 minutes. They kept that from the old system. Also, the emblem bonus is ridiculously low.
The devs argued this way that the emblem system reflects how well the player did in the game (which is actually a joke) and that the player lvl is just experience, i.e. time spent