Survivor pipping is still unreasonably hard

First off, I want to say THANK YOU for removing depipping. It's the only reason I even try to pip on survivor anymore.

However, I still think that trying to hit iridescent 1 on survivor is an exercise in extreme frustration.

Survivor grades get punished for weird reasons and ask a lot of the survivor player to somehow accomplish in the same match. You need long chases, lots of gen progress, and lots of altruism. So many things out of your control can go wrong.

Ex: What made me make this post is that I am currently in Gold IV, so I'm at the point where I really need to do extremely well in a match to earn a pip. And in this match I did. I did a full generator plus part of another one, I rescued and healed allies, I had the longest chases of anyone on my team, and I escaped. I had the highest BP of anyone in the lobby at over 22,000.

I did not pip from this.

I suspect it's because the killer camped their last hook with NOED and we couldn't find the totem, forcing us to leave our ally to die. There's a good chance that they were hooked directly next to the hex totem, which is why we couldn't find it, so our ally died and the entire team took a hit to Altruism.

And that's exactly what my problem is. I have no control over that yet I get punished for it in my grades.

Comments

  • Also right after I posted this, I played a match where I played like crap and died and had one of the lowest BP payouts yet somehow got +1 pip.

  • Just give people thirty pips every game so I don't have to read about inconsequential pips ever again

  • @Ohyakno said:

    Just give people thirty pips every game so I don't have to read about inconsequential pips ever again

    You could just not click on threads in the feedback and suggestion forums relating to pips.

  • Pipping is really just ticking off a check list. I like to refer to the wiki on how to get emblem points and pip adequately. It does get harder the closer you get to iri 1, and most people tend to stick to the rule of 2 - attempt to do 2 gens, 2 unhooks, 2 heals, 2 totems, 2 chases. Obviously you don't need that much to pip, but it's just a mental goal to give yourself. If you get at least some of that done then you should pip just fine.

    Wiki: https://deadbydaylight.fandom.com/wiki/Emblems

  • I mean I get that in theory, the point is that you basically need to play this game like a second job if you're going to get to iridescent 1 on survivor, because it's hard to get into a game which has all of the elements necessary for you to do all of those things.

    Do 2 gens - oh the killer got juiced, can't get any chase points then.

    Do 2 chases - oh now I'm on death hook and the killer needs to kill me for pressure since he's probably down to 1-2 gens and I didn't have any time to do altruism or generators.

    You basically have enough space to do everything the game asks of you once in every 5-6 games if you're lucky.

  • We are on the same boat you and I. I'm currently sitting at gold 4, climbing the grades slowly.

    I wouldn't say that it's super frustrating (I try'ed once when depip was a thing, and that was true frustration back then), but it sure takes way more time than iridescent 1 killer. To compare, I played 70 games to reach gold 4 survivor, when I got iridescent 1 killer in only 86 games (with depip still existing back then). I estimate that I'll reach my goal around 120 - 140 games.

    So far, I found that this formula works ok :

    • two gen worth progress alone (200 lightbringer points when iri require 270)
    • One safe hook rescue + one heal is enough for benevolent, as long as every one get hook rescued. Don't let anyone suffer a free hookstage.
    • Clean every totem you find (dull totem is worth 1/5 gen progress for lightbringer).
    • Do your best for chase and escape, but these emblems don't soly rely on you, so you can get lucky or not. Try to survive at least 9 minuts.

    Worst scenario is definitively getting chased first, so try your best avoiding it. Pick a tool box with addon, but use it only alone on gen.

    Sometime, you'll have to play selfishly, especially when on death hook. You won't make a lots of friends but hey, who need friend when you get pips ?

    Good luck.

  • Is it my imagination or does it take more pips than it did to even get out of Ash rank now?

    I can't remember reading anything about adding more pips for the earlier ranks in the patch notes but maybe I missed it. Or maybe it's the same as always and I don't know what I'm talking about.

  • I believe the key to ranking up the Evader category isn't to have long chases, but to escape them. That means shorter chases would be better. Sadly, that is yet another thing out of the Survivors' control, since if the Killer keeps committing to the chase, they will catch you eventually, and you've lost the chase, no matter how long you manage to keep them running. If you get a Killer like the Wraith, you escape those short chases easily, since chasing you while cloaked doesn't count as a chase. But again, that's out of the Survivors' control, since you can't choose which Killers you play against.

    During a time when I was struggling to earn two iridescent Evader emblems for a challenge, I went against a Tombstone Myers. I played like trash, just hiding in lockers and not contributing to the objective at all. When I died, I was shocked to get that first Evader emblem. So either I had a bunch of short chases, or the time I spent hiding in the lockers added up the Evader points.

  • @CrypticGirl said:

    I believe the key to ranking up the Evader category isn't to have long chases, but to escape them. That means shorter chases would be better. Sadly, that is yet another thing out of the Survivors' control, since if the Killer keeps committing to the chase, they will catch you eventually, and you've lost the chase, no matter how long you manage to keep them running. If you get a Killer like the Wraith, you escape those short chases easily, since chasing you while cloaked doesn't count as a chase. But again, that's out of the Survivors' control, since you can't choose which Killers you play against.

    During a time when I was struggling to earn two iridescent Evader emblems for a challenge, I went against a Tombstone Myers. I played like trash, just hiding in lockers and not contributing to the objective at all. When I died, I was shocked to get that first Evader emblem. So either I had a bunch of short chases, or the time I spent hiding in the lockers added up the Evader points.

    Points are indeed cut in half if you get hit, so yes a short escaped chase can bring you a lot more points that what you would expect.

    Also, staying hidden while inside the killer's terror radius count as well for the evader's emblem, and the closer, the better. God bless Wesker and his big terror radius, he offered me some pips I wouldn't had otherwise !

  • @CrypticGirl said:

    I believe the key to ranking up the Evader category isn't to have long chases, but to escape them. That means shorter chases would be better. Sadly, that is yet another thing out of the Survivors' control, since if the Killer keeps committing to the chase, they will catch you eventually, and you've lost the chase, no matter how long you manage to keep them running. If you get a Killer like the Wraith, you escape those short chases easily, since chasing you while cloaked doesn't count as a chase. But again, that's out of the Survivors' control, since you can't choose which Killers you play against.

    During a time when I was struggling to earn two iridescent Evader emblems for a challenge, I went against a Tombstone Myers. I played like trash, just hiding in lockers and not contributing to the objective at all. When I died, I was shocked to get that first Evader emblem. So either I had a bunch of short chases, or the time I spent hiding in the lockers added up the Evader points.

    Being penalized for things you have no control over is a major issue for pipping on both Killer and Survivor.

    On survivor it's "chases lost" - this is a stupid thing to lose points for, because the game is set up for survivors to lose chases, otherwise the killer can never get pressure.

    On killer it's "injuries healed" - as if you have a reasonable hope of ever preventing survivors from healing each other somewhere safe or with a medkit

    Also I just failed to pip again in a match in which I out-scored everyone in the lobby in BP.

  • @Zakon05 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3725966#Comment_3725966

    Being penalized for things you have no control over is a major issue for pipping on both Killer and Survivor.

    On survivor it's "chases lost" - this is a stupid thing to lose points for, because the game is set up for survivors to lose chases, otherwise the killer can never get pressure.

    On killer it's "injuries healed" - as if you have a reasonable hope of ever preventing survivors from healing each other somewhere safe or with a medkit

    Also I just failed to pip again in a match in which I out-scored everyone in the lobby in BP.

    Yep, I definitely agree on that.

    For Killers it's definitely easier to get BP because you get to do all the categories, whereas Survivors may get pigeonholed into a certain category. They really need to equalize the BP gain for Survivors, imo…

  • Unbroken is the worst emblem. "Oh you died in a game balanced around 40% escape rate ? That's too bad, no more than silver for you". But you can get iridescent by hidding and letting your teamates deal with the killer alone. Very nice emblem mechanic.

    As killer, you can hard tunnel one guy then spread remaining hooks to get 2 pips.

    As survivor, you need decent teamates but not too good either or they'll steal your points. You also need a decent killer, but not too strong either or you won't make point because of his pressure. Oh and killer has to go for 12 hooks, otherwise the game goes too fast.