Let's talk about Evader!

EVADER: STEALTH

You know how you can go through the entire game without being seen by the killer yet get a bronze or silver in that category? Well, let's change the mechanics of the Evader emblem category as well as solve the problems that come with my changes!


Warning: Although this change may not be perfect, it does solve many problems the community sees in this category. My values are just place holders and can be changed that best fits the balance of the game.


CHANGES: EVADER

You'll start with an iridescent quality emblem and everytime you enter a chase, you'll lose a portion of your points. However, winning the chase, which in this case means not going into the dying state and losing the killer, will refund you your points that you previously lost. Losing the chase will not refund you the points you lost during the start of that chase.


HERE'S HOW MANY POINTS YOU'LL LOSE WHEN YOU LOSE A CHASE:

0 Chases Lost: Iridescent

1 Chases Lost: Gold

2 Chases Lost: Silver

3 Chases Lost: Bronze (You should be sacrificed at this point)

4 Chases Lost: No emblem quality


PROBLEM WITH THIS CHANGE:

Survivors can hide in a locker and escape with the hatch. This will allow them to get two iridescent in the Unbroken and Evader category for doing nothing.


SOLUTION:

Other emblem qualities must be met to receive a Evader emblem quality. You must have at least a bronze quality or higher in the other 3 emblem categories to receive a Evader emblem quality. This solves the problem above and makes the survivor perform actions while being stealthy about it or make sure they can win the chase if they are caught doing that action.


Any feedback is appreciated!

Comments

  • The problem is you have no way to get the points back if you lost them. If you lose 2 chases but win the next 18 (exaggerated I know but making a point) you get silver. All because you lost 10% of the chases you were in.

    A more reasonable option would be to just increase the point earnings for being close to the killer and not in a chase. Double them up to 32m (where most killers TR terminates) and that would make stealth at least somewhat viable. But you shouldn't be getting more than like silver unless you are literally following the killer around all game and hiding near them. As you point out stealth is as easy as swapping lockers all game, that shouldn't be rewarded too heavily.

  • Yes, let's punish those survs who keep the killer busy the entire match and let's reward those who do the easy job! /s

    In all seriousness, this would only lead to good survs playing in the lowranks and mediocre players being stuck in the midranks because good loopers can't carry them to the highranks anymore.

  • Stealth definitely needs a bigger reward towards both points/emblems.

  • @thesuicidefox said:

    The problem is you have no way to get the points back if you lost them. If you lose 2 chases but win the next 18 (exaggerated I know but making a point) you get silver. All because you lost 10% of the chases you were in.

    A more reasonable option would be to just increase the point earnings for being close to the killer and not in a chase. Double them up to 32m (where most killers TR terminates) and that would make stealth at least somewhat viable. But you shouldn't be getting more than like silver unless you are literally following the killer around all game and hiding near them. As you point out stealth is as easy as swapping lockers all game, that shouldn't be rewarded too heavily.

    @thesuicidefox

    Good point, thank you for catching that! Basically my solution is whenever you're in a chase longer than 30 seconds and you win that chase, you'll receive your refund plus extra points! The extra points will depend on how much longer the chase is after 30 seconds up to a maximum of 120 seconds. Of course the extra points are capped but that won't make much of a difference!


    Surviving a chase 45 seconds after the 30 second mark will reward: Your lost points plus half an emblem quality worth of points.


    Surviving a chase 90 seconds after the 30 second mark will reward: Your lost points plus a emblem quality worth of points.

  • @NoShinyPony said:

    Yes, let's punish those survs who keep the killer busy the entire match and let's reward those who do the easy job! /s

    In all seriousness, this would only lead to good survs playing in the lowranks and mediocre players being stuck in the midranks because good loopers can't carry them to the highranks anymore.

    @NoShinyPony

    Read the comment above about a solution.

  • @Nickenzie You still suggest to give Iridescent to players who don't have any contact with the killer the whole game. It would totally mess with the ranks.

    With the old pipping system, we had survs on rank 1 who didn't contribute a lot to the match, got downed 10 seconds after they have been found and survived with 9k points. Clearly not the kind of players who belong on rank 1.

    Everybody is allowed to play how they want. If survs want to hide, they can do that. Players who are new to the game will start by playing stealthy anyway. But the emblems have to represent the survivors' performance.

  • You can have a 5 gen chase against a killer and still not pip because evader isn't enough.

    You play as well as a survivor can but you dont rank up for it. That's ridiculous.

    Then you get killers crying for buffs because they got outplayed by a survivor with 1000 mlre hours than them because the ranking system holds them down.

  • @NoShinyPony said:

    @Nickenzie You still suggest to give Iridescent to players who don't have any contact with the killer the whole game. It would totally mess with the ranks.

    With the old pipping system, we had survs on rank 1 who didn't contribute a lot to the match, got downed 10 seconds after they have been found and survived with 9k points. Clearly not the kind of players who belong on rank 1.

    Everybody is allowed to play how they want. If survs want to hide, they can do that. Players who are new to the game will start by playing stealthy anyway. But the emblems have to represent the survivors' performance.

    @NoShinyPony

    "You still suggest to give Iridescent to players who don't have any contact with the killer the whole game."


    Isn't that the point of Evader tho? To avoid the killer while getting things done or/and winning chases against them?

    Another thing, if you read OP, you'll see that survivors will need at least a bronze emblem quality in the other categories to receive an Evader emblem quality. Therefore, it makes survivors perform stealthy actions.

  • I prefer the current state of Evader. But stealth definitely needs some reward though.

  • @Ihatelife said:

    I prefer the current state of Evader. But stealth definitely needs some reward though.

    @Ihatelife

    I mean, the current system isn't bad, you're not wrong. However, it just feels awful to avoid the killer for the entire game just to receive a sliver emblem quality, ya know?

  • @NMCKE said:

    https://forum.deadbydaylight.com/en/discussion/comment/385571#Comment_385571

    @Ihatelife

    I mean, the current system isn't bad, you're not wrong. However, it just feels awful to avoid the killer for the entire game just to receive a sliver emblem quality, ya know?

    That's true. Even if you chase with the killer for 5 gens and miracle escape + get an iridescent evader, you will still don't get a pip.

  • Another big issue is it's based on quantity, not quality. You'll get evader faster by just running in front of a killer and taking a hit every couple chases than someone who's been chased all game I've seen.

  • Evader points are easy, I've been getting silver and gold with just stealth. The trick is you have to be in the tr, the closer the better. I stealth around the killer and try to limit chases to one or two unless helping a teammate. Easy emblem to get compared to gens which feels more like a competition.

  • You can loop for 5 gens and you won't pip. That's a lot harder to do than sitting and holding M1 to do gens.

  • They definitely need to reward stealth more.

  • @Salty_Pearl said:

    They definitely need to reward stealth more.

    I really do feel like we should, I'm very confident with my suggestion in my OP and as well as my solutions to the problems that came with it.

  • Walking around the opposite side of the map away from the killer is not stealth.

    While a reward for not getting found sounds reasonable, it is undeserved to be rewsrded if the risk of getting found simply isnt there.

  • This may accidentally encourage survivors to hide and do nothing after doing the bare minimum, leading to a boring and draggy match

  • @NoShinyPony said:

    Yes, let's punish those survs who keep the killer busy the entire match and let's reward those who do the easy job! /s

    In all seriousness, this would only lead to good survs playing in the lowranks and mediocre players being stuck in the midranks because good loopers can't carry them to the highranks anymore.

    How is “playing stealthy” the same as doing the easy job?