The reason you aren’t pipping: Gatekeeper’s overkill change.
So in case you haven’t noticed, the gatekeeper killer emblem is based on how many gems are left within the first nine minutes of the match. This is all well and good, until you realize that killers like pig and plague are really going to suffer here.
They have little to no map presence, and seriously suffer at high rank play.
The only way to score is by kicking those gens and literally stalling the match for nine whole minutes. Every time a gen is completed, you earn less points on the next minute.
you can only get iridescent by killing all four survivors which grants bonus points, which also varies on the number of gens left in the match after all survivors die. (Assuming you scored high enough during those nine minutes for the bonus to push you to iridescent.)
This badge being iridescent alone will give you a pip, even if you got gold and silver on everything else. It encourages killers to slug, ignore, and one tap survivors, and abandon chases quickly or even altogether to try and keep those generators up for nine minutes.
This is not the way killers should be playing, for any reason. The freedom to hunt in your own way has been completetly removed, and everyone must play the same way now.
if you’re gunna make pipping harder, don’t be lazy and make one badge so difficult while leaving the rest completely unaltered. The difficulty should be spread out so it isn’t ridiculous like it is now, but still fair. Raise the blood point cap on each badge for their ratings, but don’t do what you’ve done with gatekeeper. Please revert ASAP.
Comments
I don't even care about rank and pipping, and only play for bloodpoints to level up bloodwebs, and even I think this new emblem system is poorly conceived.
In a game designed around building out your four Perks, two add-ons, and offerings, forcing a specific type of game play style flies in the face of their core "loadout building" design. It's like they designed one type of game, and three years later want it to be something else. Unfvortunately, unless they do a complete overhaul from the ground-up, what you have is a conflict of versions.
I have a post I was going to make about changes I want for ALL emblems, and Gatekeeper is IMO a top priority for killer followed by Devout (which only needs a minor change), then both Chase/Malicious which just needs adjustments for specific killers.
The problem with both the old and new Gatekeeper is that it measures the emblem based on how many gens are done/not done. This is a BAD measurement for a lot of reasons.
First gen rush is a thing, and if you have survivors plowing through gens even if they just do 4 really fast and 3 gen themselves so that you can win, you basically automatically lost iridescent DESPITE the fact you stopped the exit gates from powering.
Second you just can't protect 7 gens at once against good survivors. Ruin, Corrupt Intervention, nothing will stop them from doing at LEAST 2 gens in the first few minutes of the game. Killer can reliably protect 4 gens at once granted the map hasn't been split, but at this point you already lost a TON of Gatekeeper points, and it will be near impossible to get iridescent.
Finally, it's basically forcing killers to micromanage survivor objectives instead of treating the objectives as a whole. Again if you stop them from getting the gates powered, that should be the focus of this emblem.
I have suggestions for it but I'm still working out the details. Will probably post it later this week and @ some devs hoping they read it and maybe reply if I'm lucky.
B-but they have to artificially increase the length of the match somehow without actually addressing core problems! While making it harder for both survivor and killer to pip instead of IDK bringing out a pipping system that actually makes sense and doesn't also force both survivors and killers to almost always play a certain way no ifs and or buts.
The new emblem system for killers i think is perfect
Take it from Mathieu himself. If you want to win games, you should only play Hillbilly and Nurse.