Why the new pip system doesn’t work at all

You really think pig is going to be able to maintain the gatekeeper badge as good as the plague or billy? That’s the only thing that’s making pipping so difficult right now killer side.


Preventing the survivors from doing as many gens as possible for nine minutes instead of focusing on kills is a pretty counterintuitive and forced objective for a killer. It literally means you have to get lucky and hope they don’t pop a gen or two right off the start.


You’re discouraged from downing survivors in favor of kicking gens and keeping them regressing for the duration of the nine minutes to get your iridescent badge assuming you kill all of them before the gens are completed.


If you don’t kill all survivors even after a perfect nine minute defense, you still can’t get iridescent, because those bonus points for gems remaining at the end of the trial is what gets you the iridescent.


Once again the killer is pulling the dead weight of the match, it’s his responsibility to make the match last long, and give the survivors a nine minute head start so they can have fun and he doesn’t get a call from the Entity’s HR department with a list of complaints, and docking his pay on his gatekeeper badge.


On top of this, I’ve seen gens spawn within 16 meters of a hook.


Know what that means? You’re losing chaser points for kicking a gen near the guy you just hooked. You’re literally being punished while being rewarded. Even if you make it out within the 10 seconds, if you return to kick the gen, you will be penalized eventually as long as he’s hooked, and you have to keep coming back to kick the gen.


Double pipping becomes easier if you treat kills as a side objective and just gen pamper for the nine minutes and then let loose. But it all depends on luck. Luck based games are no bueno.

Comments

  • That's actually an interesting idea and I've wondered whether survivors should be the same say David or Bill or even Jane being larger models. Now in the nads of a pro it's not that big of an issue for the most part.


    But on average for most if you're not playing say Nurse, Billy, Spirit you're going to have a really hard time.

  • @powerbats You are right, this is why we need different objectives for different killers. In my opinion, devs should really focus on different secondary objectives for different killers.

    For example, as it is, the nurse doesn't need ruin or secondary objectives, not at all.

    Spirit needs something for her early game but nothing crazy.

    And then you have a killer like trapper who actually needs time to set his traps and start to apply pressure. His secondary objectives should take much longer than the spirit's.

    There is no way we can balance the game around Nurse and Trapper. Nurse's power is just superior to Trapper's and whatever buff you give to trapper will not make him as good as the nurse.