@@salad7284 probably he has a bald head and it's a flashlight that can blind all the toxic survivors around him While that happens those survivors scream and become incapacitated for the rest of the match
I've always been surprised the game doesn't reward "Boldness" more. You would think the game (and in lore, the Entity) would love to dangle a shiny reward in front of your nose, making doing that gen while you're in the Killer's terror radius a tantalizing option despite the immediate danger you place yourself in. Being ballsy in the horror media this game idolizes either gets you killed or saves the day, it should be that way in-game too!
@@guterversuch6337 Sure fine but how is the game rewarding you for tbagging? Cuz you said "getting rewarded even more for it" and I don't see how the game rewards you for tbagging at the moment. Like sure, you banter with the killer, he's the enemy after all and maybe that's what you mean by reward? Because I don't get your point.
I made this realization when I hit rank 10 as killer and started going up against survivors who actually knew how to take full advantage of loops and wasting as much time as possible. The more you rank up, the more skilled your opponents are, which means the more you have to sweat just to win. Games get sweatier and sweatier until eventually, the game just stops being about having fun and more about sweating for the win. This is the reason why I'm going to do everything I can to stay as far away from rank 1s as possible
Hands down they need to let hook skins be cosmetic options for killers. For maps with specialized hooks like Hawkins, you can have the hook itself be a different color (Such as Bronze, Silver, Gold, Diamond and Crimson/Blood covered)
I’d be motivated to rank up if the incentive was iridescent shards. Just let people buy their own cosmetics, instead of creating a trash system like Overwatch’s gold guns.
The sad part is that it has felt for a long time that the devs just don’t care. Like why can’t they just talk about all of these ideas the community gives. What is the downside in having a open conversation with respected members of the community. We literally only want to help and they clearly need the help, it boggles my mind that they haven’t accepted help yet.
The downside is the community asking for the changes which they will not make on purpose. They had streams before but they always set goal too high, didnt work hard enough and when the community started saying what they are not doing what they promised, they stopped streaming
@@Insanity-vv9nn Thats what I want to avoid. I want the devs to actually put work and effort into the game. Not saying that they haven’t but god damm there are still bugs here from 3 years ago. I would be completely fine with them stopping chapter releases in order for them to update the game itself. The perks, the grind, the server issues, the matchmaking, literally almost every game system needs updating and they can’t do it if they keep focusing on new chapters. But that will never happen oh well.
Because most people have no idea how to make changes in this game, doesn’t matter if you’re a survivor Main, killer Main, 50/50 player, etc. Example: on Reddit, over 1000 people want Trickster’s recoil completely removed, on top of the buff he’s getting. Huh? That’s a horrible idea. Machine gun trickster, because we haven’t already had machine gun huntress. Just because somebody says something and it sounds like a good change, doesn’t mean it actually is. Listening to the community is one of the dumbest things they could do. And when they have, it’s either a bad idea, executed poorly, or people still bitch for more.
I remember one time i ran the killer for 4 gens, and then got tunneled while everyone else got out. I got like 11k bloodpoints that match for doing the one thing that actually involves skill, while everyone else got 20k by holding m1. I understand that gens are technically the only objective for survivors, but they need to give you more bloodpoints if you literally have no other choice.
I remember around the time Trickster was coming out they showed ranks of blood points you’d get every season based on the rank you had at reset and that every season would be setting you back to 20 so you had to go out and rank all the way back up again each and every season.
Hey Scott, kinda random, but drawn from your point on the stealth playstyle: what are your thoughts on an increased base FOV for killers/FOV slider and then changing Shadowborn and Monitor? I think it’d greatly help console players keep track of their targets better and also help out people with motion sickness due to the game’s very small base FOV. A lot of people think it’ll hurt certain jukes like window techs and spins and also make the stealth playstyle weaker, but I’m not entirely convinced due to autoaim randomly happening on spins and stealth still being fairly viable if positioned correctly.
Wouldn't that hurt the performance issues though? By making the game have to load more during the match. Yeah, it would kinda help but it's not really needed. But by making a fov slider, would make more problems then solve them. You know?
@@AlienFan25 changing fov does not add more to the game, just lets the player see more. And it wouldnt have to load more on the screen, as the game doesnt just unload something once its behind you or off your screen
Yes. Ranked cosmetics would be awesome. They should give killers a legacy/iridescent skin for reaching top 1%. So if you see a clown with a top 1% skin you know he's a fucking god.
And yet - they have no plans on revealing what MMR is based off of, how many “tiers” they have, or, if it actually exists. They can literally turn off any semblance of matchmaking and just do a random pool. Then tell everyone “well depending on the time of day, you may get matched with players above/below your skill level, but your mmr score will be adjusted accordingly” and it would mean absolutely nothing. Honest question: why do you think they’re setting ranks back to 20 and using ranks to award blood points, just like any time they fuck up and give bp
a random idea, perhaps make a small BP multiplier when reaching higher ranks to incentivise people to rank up? Like at red ranks youd get 1.5X, purple 1.4X, etc. This multiplier would be added to the end of the match like BP perks so it dosent effect the suggested BP ranking system. edit: This could work in terms of MMR by rewarding higher MMR players with higher multipliers (based if they are in the higher percentage of MMR level).
Once you 100% the game BPs doesnt matter, so its more of a bandaid rather than a reward. Shards would be better, but greedy devs wont do this as It makes easier to buy stuff without paying real money for it
Ranks don’t matter though which you seem to be misunderstanding scott. He means Mmr rating not rank. Everyone and their mother is Rank 1. From Little timmy with 100 hours to god tier people like ayrun with 10k
@@TheMissingPluto Not true i was rank 1 on both with 100 hours. Otz just got p3 on everyone and he has 7k hours. The average player needs all the blood points in the world
I think something cool would be for, at medium level at least, killers to have the ability to gain a survivor prize if you start getting 4K's. Basically, you can mori the last survivor and take their head. Their head can be used as a charm for hooks. So if you mori a Dwight, you can cut his head off and put it on the hook as a charm. So you can hook someone else and they would see the heads of the survivors that you've taken. Just a thought...
@@jamescarrotcsl8 that's fair but a lot of the moris are more violent than beheading, like isn't the deathslingers Mori shooting his harpoon through the survivor's back and out of their mouth
"no one's having fun just repairing 3 gens and leaving" lmao, half my rank 1 games are people just doing the gens in 5 min or less and then immediately leaving or.... you know gettin in some bags then leaving lol, i could be the best killer in the world with everyone rocking cake offerings and people would still rush gens and leave immediately, never even seeing the killer, seems like that's what surv most enjoy to me, well where i am in elo anyway i guess.
i think during the event survivors slam gens because you have to escape with a crown to actually get it. i have also been noticing just an unusually high amount of people being mean for no reason too, could be just me. My killer games have been the same more or less but I don't really mind too much atm.
I didn't experience much camping while playing survivor. I mostly play SWF with people in my area/mother tongue(not english) and their skill can vary a lot. Most of the time it's like 2 purple/red with two green/yellow. First to help the two less experienced player me and the other better survivor will gladly trade hooks/ take aggro to get our BP and make the other leave so they can get their crown/5K BP for leaving. Even when I play with other random on the official discord server we often go out of our way to get the killer's attention and split hooks evenly.
That doesn't mean they are doing it cause it's amusing. It's just because it's the winning condition. With a new system like Scott is describing it would incentivise more chase gameplay.
Something to prevent people just hiding and getting rewarded is simple. Just make it so they only get a percentage of points if they are making an action. For example, if Meg is beign chased, everyone making a gen will get points for the chase, if Claudette is healing Jake, she will get points for the chase. If you are just idling you won't get the points.
hmm but what about those who are looking for totems? On some map like Swamp or Lery you can easily miss a hex totem that you need to break and spend a lot of time trying to find them. Sometime breaking ruin is necessary to help your team progress or breaking a 3-5 token Devour Hope.
@@Boby9333 mmm thats a good point. Maybe just changing percentage? If you are making an action you get 25% for example. If you running you get 15% since even running will reveal your scratch marks. If you are idling you get 5%.
@@red0teo I think sharing BP is a good idea but the overall BP for survivor have to be rework. Objective points are really, really easy to get especially if you do a gen in coop, Boldness is not that hard either while Altrusim point are painfully slow to gain & Survival is the worst of all where the so few actions that give ton of BP are very, very situational even with the 5k for escaping I feel it's the hardest to max out.
I'm not proud of it, but after a while of being in high rank lobbies only really playing Nurse and a couple other strong killers, I intentionally deranked so I can actually play goofy shit like "I break pallets real fast" Wraith for fun. Enjoying the game much more this way.
I thought of a system that kinda goes like this: - Both sides are ranked on the same bases as BP, scoring events would have to be adjusted so that killers with insta-downs and other cases aren't screwed - While blood points are capped at the end of the trial, points for any category in-match are not - The killer's score is used as a baseline in each match, and the survivors' job is to, as a team, obtain more points than the killer (obviously survivor points would have to be adjusted and yadda yadda). This makes it so the killer can win/pip even if the match ends very early. - Survivors are ranked on 2 basis: team and individually >OVERALL: A win is based on a scale, team and individual score both contribute to half of the scale. Halfway is a tie for the survivor, anywhere above is a win on varying degrees (maybe use pip system) and anything below is a loss in the same way. >TEAM: The killer only cares about this one. It's how the team does overall, this makes it so survivors can't just play for themselves. As much as the guy doing 5 gens doesn't deserve to lose, he doesn't deserve to win either if he just goes away from the hook and hides without ever getting in chase. >INDIVIDUAL: the guy doing everything himself also doesn't deserve to lose, so doing all the job yourself gets you at the very least a tie.
I learned this within the first year of playing this game so I'm glad I know I'm not alone outside of the forums on this. Sure I CAN stay in red ranks, but I have no reason to want to stay there.
I think one thing that might also help is if you can directly earn Iridescent Shards when you're in the top 50%, and the rewards get better at each tier you get up till like the top 1%. Then add more options for what you can buy with your Iridescent Shards, specifically being able to directly buy addons from a shop rather than the unreliable bloodweb. Also probably more cosmetics that work for Iridescent Shards.
The rank cosmetics could be like the bloody cosmetics for prestige but the color is dependent on rank the top being irredecent glowing bottom being grey
Ok, so here's an idea which I would suggest in addition to Scott's "go back to BP-based ranking and uncap it" proposal, to make it more intuitive, and to directly present the intention to the player. This is something that I would have originally written off as being too complicated to implement, but upon reflection, if the game has any sane match metric collection at all (and given that archive challenges work, it probably does), it should be doable. So: "Entity Prompts". Basically, the entity will give players individual optional objectives with BP rewards, based on the current state of the match, to provide active guidance and incentivize more interesting gameplay. These would come in two main flavors: 1. Relatively low-reward "Guidance" prompts, which are meant to nudge (mostly new) players away from game-ruining behavior. For example, an urban-evading survivor (who has lower-than-desired killer interaction time and/or objective score) might get a prompt like "Assist a teammate", or "Stay near the killer for X seconds". A camping killer (who has spent an abnormally long time around a hooked survivor) might get a prompt like "Kick a generator that's at least X meters away from a hooked survivor". 2. Relatively high-reward "Dare" prompts, which are meant to encourage overly dominant players to give the opponents an extra chance. For example, a killer who has slugged the entire team might get a prompt to "Allow a carried survivor to escape your grasp", or if they have everyone except one guy hooked and the last person is wounded, they might be prompted to "Allow a survivor to be safely rescued from the hook". Survivors who are doing too well (very high Gen-progress-to-hooks ratio) might be prompted to reduce objective pressure by doing something relatively useless - "Search a chest/Cleanse a dull totem/Interact with a rift (which spawns in some dead-zone corner of the map)". In extreme cases where the killer is being outright bullied (abnormal amounts of killer stuns/blinds along with a very low down/hook ratio), the survivors might be prompted to do something reckless, such as "Be downed by the killer" or "Stay in the basement for 20 seconds". The real elegance of this, I think, is that if the values are balanced properly, this wouldn't even give players massively more BP income than just playing interestingly in the first place. I.e. You'd either get your BP from the normal rewards if you're playing at an optimal stress level, or you could lag behind but make up the difference by following the prompts. The idea would be that a player who learns the flow of the game will never have to see the prompts again.
So in comparison to games like Dota where there isn't any inherent incentive to being a higher ranked player (besides a pretty emblem next to your name) would the difference be that the game is still fun at higher ranks and tends to require better and better skill to be competitive with opponents, as opposed to DBD where the game gets less interesting and often requires use of extremely strong options that don't really require higher and higher degrees of skill?
I know this not at all relevent to the video here but ive been sitting on a suggestion for exit gates for a while now and i want to share it since i feel like it would be a fairly simple implomentation but have a positive effect on a few niche perks making them actually function within their niche So the actual suggestion is quite simple exit games can no longer be held at 99% and instead will regress at a similar rate to ruin to the previous activated light i think this adds alot of value to perks such as blood warden since it may encorage people to make the choice to open the gates since with this change you cant open gates infront of killers nearly as easily and this will also allow for a synergy with remember me to 2x the time you have to spend opening the gate to make the gate more of a interative decision in the moment rather than the current allways 99 since there is literally no reason not to and i feel like this is a realistic way of implomenting this since it is not a very complicated mechanic code wise so they couldnt go wrong there
Hey Scott I know this isn’t related to the vid, but there is a locker glitch/ exploit going around on console recently. Survivors can get stuck into a locker, unable to get out or be taken out. Entity collapse does not work either. The survivor can basically hold the game hostage, making it so the killer *has* to dc, take the penalty, not get the bloodpoints or the pips. While the survivor then gets a ‘free’ win.
Scott- on the topic of getting 1/4th of your team’s bloodpoints to help runners, what if you get claudettes that do nothing? even when you run the killer a long time, if the system is based around the shared points then all the survivors, including you, would depip and if the killer plays smart they can still get enough bloodpoints. I don’t think it would be a good idea to base part of your rank on the competency of your randoms.
Everyone would just make their killers colors as close to black as possible. Blendettes are already a plague on both our houses, the slider just wouldn't work man :(
The players that are newer and don’t have everyone p3 there trying to win for the bp witch just gets them to level up on accident so my suggestion would be higher level more bp
Perk design needs to move to stuff like Pebble as well IMO. I love it. You get a reward of having a distraction for being near the killer which you can earn and save for when you need. You can do it multiple times a match AND you can use it to save yourself or after a hook save to send the killer on a wild goose chase.
Playing solo survivor on console with crossplay turned on,i actually like being in purple rank more than red. Also, the game design means that there's actually no real definition of what winning is, at least not that everyone can agree on. Without a way of defining what a win is, it's tough to even conceive of true matchmaking.
For each rank theirs a 10% increase in bonus bloodpoints. Example, red ranks 50% bonus bloodpoints per game, purple is 40% etc. You could also simply do a charm, the closer to red rank the more detailed and animated it is. Could also do for example and the end of the season if you end in the same or better rank than the prior season you get say 500k bloodpoints and if you're red rank you get 650k. You get more In red to try and get people wanting to grind to it. Also maybe if after each devotion prestige you got a devotion prestige skin. As in instead of say red blood on fengs/trappers top it was black. All he'll need to do it change the colour to black. It's simple but the black blood is the entity.
I have an idea to an alternative to ranking killers based directly off hooks: For each hook, the killer would get one token thingy per each survivor remaining in the trial including the survivor that just got hooked. That way if the killer gets 12 hooks by tunnelling each survivor then the killer would get 32 points compared to if the killer 2 hooked everyone before killing them at 42 points. The killer could get safety pip at 28 points, pip at 33 points, and double pip at 38 points. The blood points the killer gains could also scale is a similar way
Alright. Nurse Spirit Blight Hag and Twins will be the only killers you will ever see in higher ranks then, cause any other killer can't go for hooks over kills.
the first two minutes were so accurate. i used to get rank 1 on killer and then not play for like 3 or 4 moths straight because its so annoying at high ranks everyone is playing perfectly and has the perfect build its really boring and exhausting
At this point I thik the devs purposefully don't include rewards because, as typical for BHVR, they keep saying "just have fun". Putting rewards in would increase toxicity in the community especially between survivors, so they avoid doing that. In the current event loading screens, there's one quote from a dev that says "As long as you have fun, you already won". I think that's what they are going for here.
The real question is: Why would we want to incentivise survivors at "getting good" at the game, when getting good breaks the game? I mean, long term the devs might see that good survivors are OP, but I doubt they would ever act on it.
Honestly I Think uncapping objective and boldness is something that should already be in the game. Like literally when I do 4 gens I usually feel really tilted and just go into a chase. Same with getting chased if the killer tunnels you then you have 0 objective bp. And objective bp is really hard to get after few gens were finished.
Each rank could be given a blood point boost. Example: green rank 0x boost, yellow rank 25% boost, purple rank 50% boost, red rank 75% boost and rank 1 would be 100% boost. (Values could vary)
Siege has a gun charm for every rank. I think those end of season rewards are a good incentive to win, but could also be good player retention if the rewards are enticing enough.
@@Onkoe Lol yeah I've been meh on the gun charms since I hit diamond, which is why I never understood why there was never more of a reward. It's not hard to hand out some in0game currency or a proper skin to people.
Pipping for survivors should be team-wise. So a single guy getting hatch or farming their teammates won't pip up, and a single survivor being camped to death while their team escapes will pip up along with their teammates. It would fix so many issues with the game.
That's the weird thing, it's a team based game but so many objectives, systems, and perks are solo-oriented so you have this weird mishmash of altruism and "screw you" lol
i had a bill just crouch all game and watch chases instead of doing gens yesterday. i can confirm that number is not 15k but closer to 6 or 8k, if they aren’t carried to an escape
An idea for an incentive for ranks: You could give rewards based on what rank you were after a season/chapter. Maybe like a charm that looks cooler the higher your rank was (Think of Rainbows rank reward, or the Archive charms). Or maybe a certain amount of shards/BP if you were a high rank. Or maybe you could get access to something if you were a high rank for a certain amount of seasons. Say like if you were rank 1-4 for two seasons in a row, you permanently have 2x BP (Escape Cake) in every game until you end up below rank 1-4 in a season (You can still use an Escape Cake for 3x BP)
A bit of a problem with this though is that if survivors completely stomp a killer they usually don’t get many bp, so they might just be safety pipping/depipping even when they do so well and they’ll keep facing killers that aren’t equipped to face them. Rank reset really would screw everyone over.
My idea would be adding a ranked system for your rank, and just to make it unique, every time the rank would reset you would get a cosmetic or charm of the rank you got that season
I intentionally leave my killer ranking in the low teens, if I start climbing too much I throw games or just quit playing until the 13th. Killer is already stressful enough, why in the hell would I want to face sweaty comms squads? Fuck that shit.
@@shujinko2944 I can and have played at rank 1 but the sweat and toxicity isn't fun for me. When the rank glitch set me back to 20 I embraced it. Mainly playing Sea of Thieves now anyways and only put in a couple hours of DbD a week these days.
They could do a similar reward as ranked Apex legends where each reset you get an emblem and gun charm that shows the highest rank you got to and each one each reset looks different enough that you would care to get the one next time around
Scott, to me the most enjoyable part of the game is strategy and playing as a 4man, communicating efficiently and dying in the right place. My ideal game is proving 5 gens never seeing the killer, giving him 2 hooks and 4 man outing. Thats the most fun to me - so yes, there are people who enjoy that. Also as killer the most fun is 4 man slugging at 5 gens in 2 minutes as nurse. And my 2 favourite killers to get chased by are Nurse and Spirit.
Regarding the bloodpoint rank, I think it should start at 10k to pip and simply go up by 1k every rank, that would allow people to advance at a steady rate as long as they gradually improve throughout their games, which I think is a healthy idea
I never really care about escaping personally. I love being the Martyr. The one who forces the killer to focus on me, so that the Survivor that is injured and on death hook can escape. Or the one who goes for objectively stupid plays because it MIGHT save a teammate.
I think when Odtz goes for streaks his principles make the most sense for a win. 4 kills or 3 kills and hatch escape being a win for the killer seems the fairest looking at it from both sides. They just need to nerf keys bc they just throw a wrench into the whole concept of a legit game.
I mostly agree. I think an overhaul of the ranking system can facilitate the intrinsic competitiveness to pursue high rank. Implement ranks via season. Provide a cosmetic for achieving rank status or some type of reward (BPs? Shards?). Over time, what will occur is a more normalized distribution of ranks that are more accurate and thus bringing true bragging rights for reaching superior ranks. I would also implement a standard penalty if you're playing SWF. It could be as simple as a 10% reduction in BP (if BPs are used for rank). What this will do is maintain the status quo of "playing with friends" but also not making it something worthwhile to "boost".
what i think they should do is that people in purple or red rank games should do more gens/ more hook stages and in turn they gain more bloodpoints or iri shards for playing in the pro lobbies and so people can have fun in upper ranks
So with the idea of charms based on rank, I immediately shot to Apex in thought. In that games ranked, the rewards for getting higher in the ranks are actually quite rewarding and you feel like you earned everything after the grind. Skins, charms and even trails that show other players you took the time to climb the ladder is what got me into ranked at least. If DBD added something like this and made the system more rewarding beyond just "Oh, you were x rank during this set? Ok, here's x amount of bloodpoints." Which even at the highest rank isn't all that much at the end of the day. Adding unique charms and perhaps even specific cosmetics that had more unique effects as you climbed would be nice. Perhaps a skin of your choice for a killer or survivor you like that has a color matching what rank you were, lower ends just being simple recolors and getting more grand as you go. I dunno, I just want a reason not to have to sweat every match at red and purple ranks just to have even the slightest amount of fun.
In a way the player rank is the incentive. I think players take pride in their rank as it is a reflection of their skill. People try to win so get become a red rank or rank 1. I can only get as far as rank 3 and it makes me want to do good and win to get to 2 then 1
But once you get to rank one you get, wait for it... absolutely nothing except of a hollow accomplisment that doesn't mean shit and getting harder matches more often.
I had a game yesterday against a legion, I ended up getting 27,000 points, and no pip. I could agree that we need something to fix instances of this, because it makes no sense.
If the ranking system worked, then survivors would never need to intentionally throw the game to rank up (unless we're talking about placements) if they're going against a killer who's at their same rank because they should be just as good as each other.
The problem with the killer ranking up with number of hooks they get is the fact that the survivors get to choose how many hooks the killer gets just by things like them not picking up there teammate, them trying to pull themselves off the hook, and dcing
Totally agree. However if a survivor escapes it should be a safety pip. I hate seeing killers who are actively trying to depip by standing in the corner and survivors depiping because of a lack of interaction
lore should be built around the game not the other way around; no gameplay changes are adiquitly justified by "it makes sense with the lore." The game should be made to be enjoyable and engaging to play, and a definite goal is crucial to this in a competitive game. No player should be forced to throw to rank up.
I must admit it feels bad when i do half a generator, get chased for the next 3 gens and then get ruthlessly tunnelled instantly off hook/facecamped and then depip because i have max chase and like 1k repairs and no benevolence etc... feels bad dude
maybe depending on survivor performance and killer performance the entity can move the gens closer or farther im not gunna go into too much detail but thats the general concept
So much of these arguments make sense however I would cap light bringer points. Or there will be a gen specialist(s) in each team that just punches them out and average game time will drop even lower.
But you already are rewarded for more hooks as a killer, if you get 4 hooks from slugging you will most likely depip. But the current system (for killer anyway) accounts for all aspects of the game, gen slowdown chase hooks etc rather than just one aspect which is hooks. I do believe the survivor pip set should be based on the teams achievements rather than what the single person does. So for the time you were alive how many gens, totems chases were done with a multiplier based on how active you were (which can be determined by blood points).
I would rather take your ideas for the matchmaking system, uncapping blood points for categories and survivors getting a percentage of their team’s points while in chase and incentivizing the survivors to go for more points, but make them all factors in an MMR formula so we’re not stuck with the limitation of the numbers 1 to 20. I just think that MMR would even out the distribution of players an improve matchmaking times for the average player over just piping and going from 20 to 1. DBD needs both a better scoring system and a better ranking system, your ideas fix the scoring system but not necessarily the ranking system, I think determining what a win is in this game is a bit more complicated than achieving a good score, then again who knows BHVR just sits there and takes forever to try to do anything so all we can do is speculate.
Idk about having a ranking system that gives you a charm by being rank 1 and the second you leave the red ranks you lose the charm. I think perhaps a similar idea would be having a new charm for every competitive season (seasons would start and end at the 13th at every month, so rank reset). That way there’s more of an incentive to do better, because if the charm is the same every time you hit red ranks or whatever then who cares??? They already make new charms for every rift so doing that for ranks shouldn’t be that much more effort for them
Imagine using cosmetic glitch irl, shame
devs should fix that smh.
@@lastduet4728 ikr it's so bad for the game
Bald Otz or bald Tru3
Cant stop to imagine that
@@acontj2nd174 isnt tru3 bald already?he never takes his cap off
@@salad7284 probably he has a bald head and it's a flashlight that can blind all the toxic survivors around him
While that happens those survivors scream and become incapacitated for the rest of the match
imagine scott walking around his room ranting about MMR with his cat just sitting at his feet watching him
that literally happens
Yeah I don’t have to imagine it when I can watch his streams or RUclips videos lmao
''You have to understand there is no incentive to win, and so I think we should implement a...''
''👁️👄👁️''
Its meme time
@@ScottJund LoTR or Star Wars?
Scott changed his head cosmetic
Cosmetics glitch
😂😂
@@justgeralt7762 behavior's top priority
Officer no I didn't kill anyone.
Then how come that blood?!
I Prestiged? Man you dont get it...
Prim-n-proper Player, shame it's a barber shop exclusive.
The hair change at the start was awesome lmao
I've always been surprised the game doesn't reward "Boldness" more. You would think the game (and in lore, the Entity) would love to dangle a shiny reward in front of your nose, making doing that gen while you're in the Killer's terror radius a tantalizing option despite the immediate danger you place yourself in. Being ballsy in the horror media this game idolizes either gets you killed or saves the day, it should be that way in-game too!
the ones that actually effect you more are boring and make matches feel like chores I don't understand why they haven't done that yet
Then there are people just tbagging at every loop and getting rewarded even more for it
@@guterversuch6337 How are you rewarded for tbagging? You loose distance by doing it, it is actually a good thing for the killer.
@@one_vegan_boi1097 There are enough instances where a survivor has to stand still anyway like checking a pallet break etc.
@@guterversuch6337 Sure fine but how is the game rewarding you for tbagging? Cuz you said "getting rewarded even more for it" and I don't see how the game rewards you for tbagging at the moment. Like sure, you banter with the killer, he's the enemy after all and maybe that's what you mean by reward? Because I don't get your point.
scott should be a set so he cant mix and match his cosmetics. change my mind
Different head but same torso and legs is not what we meant behaviour
going back to old systems would mean that the emblem system failed and bhvr is never going to admit that.
But they've already acknowledged that the emblem system doesn't work properly
That's not rlly rhe problem with behavior though, they can admit something was bad. They're legit just lazy as hell.
@@aPumpkn they acknowledge the problem and say "we're going to fix it soon" and dont do anything after that lol
I made this realization when I hit rank 10 as killer and started going up against survivors who actually knew how to take full advantage of loops and wasting as much time as possible.
The more you rank up, the more skilled your opponents are, which means the more you have to sweat just to win. Games get sweatier and sweatier until eventually, the game just stops being about having fun and more about sweating for the win.
This is the reason why I'm going to do everything I can to stay as far away from rank 1s as possible
You can get any team at rank 1 from ranks 20s to rank 1s
Yeah I agree, I had so much more fun when I was green rank survivor, but when I got to purple and then red, it just became so annoying.
But its just once in a while, which isnt that bad
Can we get a supercut of all the Scott commentaries so that I can see the hair progression
But only the “Hey guys, Scott here”
Scott : Trying to explain how to improve the MM System
Comments : *H A I R*
me watching a scott video: "wow look at all these good ideas that BHVR wont do in a thousand years"
Scott I know you were proud of that hair joke and you shouldve been it's amazing
Hands down they need to let hook skins be cosmetic options for killers.
For maps with specialized hooks like Hawkins, you can have the hook itself be a different color (Such as Bronze, Silver, Gold, Diamond and Crimson/Blood covered)
Huntress hatchets should have skins 😫
@@knight9451 definitely agree. How are these not a thing with at least the full sets?
@@ynglink Exactly what I thought.
Custom basement props: Welcome to my crib survivors!
I’d be motivated to rank up if the incentive was iridescent shards. Just let people buy their own cosmetics, instead of creating a trash system like Overwatch’s gold guns.
The sad part is that it has felt for a long time that the devs just don’t care. Like why can’t they just talk about all of these ideas the community gives. What is the downside in having a open conversation with respected members of the community. We literally only want to help and they clearly need the help, it boggles my mind that they haven’t accepted help yet.
The downside is the community asking for the changes which they will not make on purpose. They had streams before but they always set goal too high, didnt work hard enough and when the community started saying what they are not doing what they promised, they stopped streaming
@@Insanity-vv9nn Thats what I want to avoid. I want the devs to actually put work and effort into the game. Not saying that they haven’t but god damm there are still bugs here from 3 years ago. I would be completely fine with them stopping chapter releases in order for them to update the game itself. The perks, the grind, the server issues, the matchmaking, literally almost every game system needs updating and they can’t do it if they keep focusing on new chapters. But that will never happen oh well.
They don't want to get fucking sued for stealing ideas from the community.
@@TheAntiSanta That is a stupid idea
Because most people have no idea how to make changes in this game, doesn’t matter if you’re a survivor Main, killer Main, 50/50 player, etc.
Example: on Reddit, over 1000 people want Trickster’s recoil completely removed, on top of the buff he’s getting. Huh? That’s a horrible idea. Machine gun trickster, because we haven’t already had machine gun huntress.
Just because somebody says something and it sounds like a good change, doesn’t mean it actually is.
Listening to the community is one of the dumbest things they could do. And when they have, it’s either a bad idea, executed poorly, or people still bitch for more.
I remember one time i ran the killer for 4 gens, and then got tunneled while everyone else got out. I got like 11k bloodpoints that match for doing the one thing that actually involves skill, while everyone else got 20k by holding m1.
I understand that gens are technically the only objective for survivors, but they need to give you more bloodpoints if you literally have no other choice.
I remember around the time Trickster was coming out they showed ranks of blood points you’d get every season based on the rank you had at reset and that every season would be setting you back to 20 so you had to go out and rank all the way back up again each and every season.
This system is only going to effect when matchmaking is changed to not be based on Rank.
I just want different ranking for different killers. Once it catches up, fine, whatever, but learning new killers in red rank is very annoying
Hey Scott, kinda random, but drawn from your point on the stealth playstyle: what are your thoughts on an increased base FOV for killers/FOV slider and then changing Shadowborn and Monitor? I think it’d greatly help console players keep track of their targets better and also help out people with motion sickness due to the game’s very small base FOV. A lot of people think it’ll hurt certain jukes like window techs and spins and also make the stealth playstyle weaker, but I’m not entirely convinced due to autoaim randomly happening on spins and stealth still being fairly viable if positioned correctly.
i can say with 100% confidence an FoV slider would cause Tinkerer to stop working and cause Pig to move at 400% movement speed
@@ScottJund so basically what youre saying is... we are nerfing pig?
@@ScottJund Sounds about right. Classic BHVR :D
Wouldn't that hurt the performance issues though? By making the game have to load more during the match. Yeah, it would kinda help but it's not really needed. But by making a fov slider, would make more problems then solve them. You know?
@@AlienFan25 changing fov does not add more to the game, just lets the player see more. And it wouldnt have to load more on the screen, as the game doesnt just unload something once its behind you or off your screen
Yes. Ranked cosmetics would be awesome. They should give killers a legacy/iridescent skin for reaching top 1%. So if you see a clown with a top 1% skin you know he's a fucking god.
Casual players would just DC lmao.
Clown and trapper at rank 1 are the scariest killers to see
@@mstabenow32 You know they really understand the killer and how to do good.
@@mstabenow32 true. I usually lose when I play against a clown because it's likely that they are a clown main and have mastered him
And yet - they have no plans on revealing what MMR is based off of, how many “tiers” they have, or, if it actually exists.
They can literally turn off any semblance of matchmaking and just do a random pool. Then tell everyone “well depending on the time of day, you may get matched with players above/below your skill level, but your mmr score will be adjusted accordingly” and it would mean absolutely nothing.
Honest question: why do you think they’re setting ranks back to 20 and using ranks to award blood points, just like any time they fuck up and give bp
Scott is trying to find his new video style: first it was the glitching, then it was the auditorium, and now it's hair bait and switching.
a random idea, perhaps make a small BP multiplier when reaching higher ranks to incentivise people to rank up? Like at red ranks youd get 1.5X, purple 1.4X, etc. This multiplier would be added to the end of the match like BP perks so it dosent effect the suggested BP ranking system.
edit: This could work in terms of MMR by rewarding higher MMR players with higher multipliers (based if they are in the higher percentage of MMR level).
Once you 100% the game BPs doesnt matter, so its more of a bandaid rather than a reward. Shards would be better, but greedy devs wont do this as It makes easier to buy stuff without paying real money for it
Bps don't mean much to high rank players tho, they have sunk a ton of hours into the game they don't need perks or items
I agree, but I feel like iridescent shards would be better. Still, it wouldn't really matter to high level players
Ranks don’t matter though which you seem to be misunderstanding scott. He means Mmr rating not rank. Everyone and their mother is Rank 1. From Little timmy with 100 hours to god tier people like ayrun with 10k
@@TheMissingPluto Not true i was rank 1 on both with 100 hours. Otz just got p3 on everyone and he has 7k hours. The average player needs all the blood points in the world
I think something cool would be for, at medium level at least, killers to have the ability to gain a survivor prize if you start getting 4K's. Basically, you can mori the last survivor and take their head. Their head can be used as a charm for hooks. So if you mori a Dwight, you can cut his head off and put it on the hook as a charm. So you can hook someone else and they would see the heads of the survivors that you've taken. Just a thought...
That sounds awesome, if you're in the DBD subreddit you should share your idea there cause I think a lot of people would like it
doubt they'd do this because beheading is too violent for some countries and I think bhvr want to avoid being banned in certain countries
@@jamescarrotcsl8 that's fair but a lot of the moris are more violent than beheading, like isn't the deathslingers Mori shooting his harpoon through the survivor's back and out of their mouth
@@camorangergaming5559 it's the reason why demos mori doesnt detach the head, I'm pretty sure its jsur imagery around decapitation
@@jamescarrotcsl8 ok thanks
"no one's having fun just repairing 3 gens and leaving" lmao, half my rank 1 games are people just doing the gens in 5 min or less and then immediately leaving or.... you know gettin in some bags then leaving lol, i could be the best killer in the world with everyone rocking cake offerings and people would still rush gens and leave immediately, never even seeing the killer, seems like that's what surv most enjoy to me, well where i am in elo anyway i guess.
i think during the event survivors slam gens because you have to escape with a crown to actually get it. i have also been noticing just an unusually high amount of people being mean for no reason too, could be just me. My killer games have been the same more or less but I don't really mind too much atm.
Survivors slam gens because killers camp and tunnel. Killers camp and tunnel because survivors slam gens.
I didn't experience much camping while playing survivor. I mostly play SWF with people in my area/mother tongue(not english) and their skill can vary a lot. Most of the time it's like 2 purple/red with two green/yellow. First to help the two less experienced player me and the other better survivor will gladly trade hooks/ take aggro to get our BP and make the other leave so they can get their crown/5K BP for leaving. Even when I play with other random on the official discord server we often go out of our way to get the killer's attention and split hooks evenly.
@@mstabenow32 haddonfield blows, my interest in the game falls, and I tunnel the baby dweet on cowshed
That doesn't mean they are doing it cause it's amusing. It's just because it's the winning condition. With a new system like Scott is describing it would incentivise more chase gameplay.
Something to prevent people just hiding and getting rewarded is simple. Just make it so they only get a percentage of points if they are making an action. For example, if Meg is beign chased, everyone making a gen will get points for the chase, if Claudette is healing Jake, she will get points for the chase. If you are just idling you won't get the points.
hmm but what about those who are looking for totems? On some map like Swamp or Lery you can easily miss a hex totem that you need to break and spend a lot of time trying to find them. Sometime breaking ruin is necessary to help your team progress or breaking a 3-5 token Devour Hope.
@@Boby9333 mmm thats a good point. Maybe just changing percentage? If you are making an action you get 25% for example. If you running you get 15% since even running will reveal your scratch marks. If you are idling you get 5%.
Reward bp upon the next action you perform? Still a fraction of course, and probably smaller
@@red0teo I think sharing BP is a good idea but the overall BP for survivor have to be rework. Objective points are really, really easy to get especially if you do a gen in coop, Boldness is not that hard either while Altrusim point are painfully slow to gain & Survival is the worst of all where the so few actions that give ton of BP are very, very situational even with the 5k for escaping I feel it's the hardest to max out.
@@Boby9333 Well thats why Scott proposes to remove BP cap.
I'm not proud of it, but after a while of being in high rank lobbies only really playing Nurse and a couple other strong killers, I intentionally deranked so I can actually play goofy shit like "I break pallets real fast" Wraith for fun. Enjoying the game much more this way.
Same
I thought of a system that kinda goes like this:
- Both sides are ranked on the same bases as BP, scoring events would have to be adjusted so that killers with insta-downs and other cases aren't screwed
- While blood points are capped at the end of the trial, points for any category in-match are not
- The killer's score is used as a baseline in each match, and the survivors' job is to, as a team, obtain more points than the killer (obviously survivor points would have to be adjusted and yadda yadda). This makes it so the killer can win/pip even if the match ends very early.
- Survivors are ranked on 2 basis: team and individually
>OVERALL: A win is based on a scale, team and individual score both contribute to half of the scale. Halfway is a tie for the survivor, anywhere above is a win on varying degrees (maybe use pip system) and anything below is a loss in the same way.
>TEAM: The killer only cares about this one. It's how the team does overall, this makes it so survivors can't just play for themselves. As much as the guy doing 5 gens doesn't deserve to lose, he doesn't deserve to win either if he just goes away from the hook and hides without ever getting in chase.
>INDIVIDUAL: the guy doing everything himself also doesn't deserve to lose, so doing all the job yourself gets you at the very least a tie.
I miss the Scott hair at the start
The latest Scott Jund patch included a hygiene update.
Lol
@ominousthings since it was proven that covid-19 originated in the long hair of video game streamers.
Scott deaged 10 years in front of our eyes and no one is talking about it
I learned this within the first year of playing this game so I'm glad I know I'm not alone outside of the forums on this. Sure I CAN stay in red ranks, but I have no reason to want to stay there.
I think one thing that might also help is if you can directly earn Iridescent Shards when you're in the top 50%, and the rewards get better at each tier you get up till like the top 1%. Then add more options for what you can buy with your Iridescent Shards, specifically being able to directly buy addons from a shop rather than the unreliable bloodweb. Also probably more cosmetics that work for Iridescent Shards.
The rank cosmetics could be like the bloody cosmetics for prestige but the color is dependent on rank the top being irredecent glowing bottom being grey
Ok, so here's an idea which I would suggest in addition to Scott's "go back to BP-based ranking and uncap it" proposal, to make it more intuitive, and to directly present the intention to the player. This is something that I would have originally written off as being too complicated to implement, but upon reflection, if the game has any sane match metric collection at all (and given that archive challenges work, it probably does), it should be doable.
So: "Entity Prompts". Basically, the entity will give players individual optional objectives with BP rewards, based on the current state of the match, to provide active guidance and incentivize more interesting gameplay. These would come in two main flavors:
1. Relatively low-reward "Guidance" prompts, which are meant to nudge (mostly new) players away from game-ruining behavior. For example, an urban-evading survivor (who has lower-than-desired killer interaction time and/or objective score) might get a prompt like "Assist a teammate", or "Stay near the killer for X seconds". A camping killer (who has spent an abnormally long time around a hooked survivor) might get a prompt like "Kick a generator that's at least X meters away from a hooked survivor".
2. Relatively high-reward "Dare" prompts, which are meant to encourage overly dominant players to give the opponents an extra chance. For example, a killer who has slugged the entire team might get a prompt to "Allow a carried survivor to escape your grasp", or if they have everyone except one guy hooked and the last person is wounded, they might be prompted to "Allow a survivor to be safely rescued from the hook". Survivors who are doing too well (very high Gen-progress-to-hooks ratio) might be prompted to reduce objective pressure by doing something relatively useless - "Search a chest/Cleanse a dull totem/Interact with a rift (which spawns in some dead-zone corner of the map)". In extreme cases where the killer is being outright bullied (abnormal amounts of killer stuns/blinds along with a very low down/hook ratio), the survivors might be prompted to do something reckless, such as "Be downed by the killer" or "Stay in the basement for 20 seconds".
The real elegance of this, I think, is that if the values are balanced properly, this wouldn't even give players massively more BP income than just playing interestingly in the first place. I.e. You'd either get your BP from the normal rewards if you're playing at an optimal stress level, or you could lag behind but make up the difference by following the prompts. The idea would be that a player who learns the flow of the game will never have to see the prompts again.
So in comparison to games like Dota where there isn't any inherent incentive to being a higher ranked player (besides a pretty emblem next to your name) would the difference be that the game is still fun at higher ranks and tends to require better and better skill to be competitive with opponents, as opposed to DBD where the game gets less interesting and often requires use of extremely strong options that don't really require higher and higher degrees of skill?
Well, in games like DOTA, there's also generally a multiplayer scene involving tournaments and real-world money, but DBD has no such thing.
I know this not at all relevent to the video here but ive been sitting on a suggestion for exit gates for a while now and i want to share it since i feel like it would be a fairly simple implomentation but have a positive effect on a few niche perks making them actually function within their niche
So the actual suggestion is quite simple exit games can no longer be held at 99% and instead will regress at a similar rate to ruin to the previous activated light i think this adds alot of value to perks such as blood warden since it may encorage people to make the choice to open the gates since with this change you cant open gates infront of killers nearly as easily and this will also allow for a synergy with remember me to 2x the time you have to spend opening the gate to make the gate more of a interative decision in the moment rather than the current allways 99 since there is literally no reason not to and i feel like this is a realistic way of implomenting this since it is not a very complicated mechanic code wise so they couldnt go wrong there
the incentive to win is to beat the people who teabagged you after dropping a pallet
Actual mad scientist hair at the beginning
Once I get into red ranks it's my cue to take a break and play other stuff until the next event or a month or so.
I love all the suggestions you're giving for dbds Improvement not just complaining. Hopefully the devs watch and react to every video
Hey Scott I know this isn’t related to the vid, but there is a locker glitch/ exploit going around on console recently. Survivors can get stuck into a locker, unable to get out or be taken out. Entity collapse does not work either. The survivor can basically hold the game hostage, making it so the killer *has* to dc, take the penalty, not get the bloodpoints or the pips. While the survivor then gets a ‘free’ win.
4:40 thank you for mentioning me, and other soloq players who actually do gens
Scott- on the topic of getting 1/4th of your team’s bloodpoints to help runners, what if you get claudettes that do nothing? even when you run the killer a long time, if the system is based around the shared points then all the survivors, including you, would depip and if the killer plays smart they can still get enough bloodpoints. I don’t think it would be a good idea to base part of your rank on the competency of your randoms.
Let me customize my killers the way I want give me a color slider!
Everyone would just make their killers colors as close to black as possible. Blendettes are already a plague on both our houses, the slider just wouldn't work man :(
the smooth hair transition at the start. i rate it
The players that are newer and don’t have everyone p3 there trying to win for the bp witch just gets them to level up on accident so my suggestion would be higher level more bp
Perk design needs to move to stuff like Pebble as well IMO. I love it. You get a reward of having a distraction for being near the killer which you can earn and save for when you need. You can do it multiple times a match AND you can use it to save yourself or after a hook save to send the killer on a wild goose chase.
Playing solo survivor on console with crossplay turned on,i actually like being in purple rank more than red.
Also, the game design means that there's actually no real definition of what winning is, at least not that everyone can agree on. Without a way of defining what a win is, it's tough to even conceive of true matchmaking.
I'm fine with anything, I just don't want cosmetics. There's enough grinding, and exclusive shit. I just want a bonus and to not worry about it.
If BHVR would listen to the community just once on how matchmaking should work, I'd want it to be this time.
Great idea Scott!
0:09 that was god editing lol
For each rank theirs a 10% increase in bonus bloodpoints. Example, red ranks 50% bonus bloodpoints per game, purple is 40% etc. You could also simply do a charm, the closer to red rank the more detailed and animated it is. Could also do for example and the end of the season if you end in the same or better rank than the prior season you get say 500k bloodpoints and if you're red rank you get 650k. You get more In red to try and get people wanting to grind to it. Also maybe if after each devotion prestige you got a devotion prestige skin. As in instead of say red blood on fengs/trappers top it was black. All he'll need to do it change the colour to black. It's simple but the black blood is the entity.
Lol I honestly didn't know anyone gave a shit about charms. All I see is an inventory full of nothing worth having.
I have an idea to an alternative to ranking killers based directly off hooks:
For each hook, the killer would get one token thingy per each survivor remaining in the trial including the survivor that just got hooked.
That way if the killer gets 12 hooks by tunnelling each survivor then the killer would get 32 points compared to if the killer 2 hooked everyone before killing them at 42 points.
The killer could get safety pip at 28 points, pip at 33 points, and double pip at 38 points. The blood points the killer gains could also scale is a similar way
Alright. Nurse Spirit Blight Hag and Twins will be the only killers you will ever see in higher ranks then, cause any other killer can't go for hooks over kills.
Beautiful edit at the start scott
Honestly I would love for Scott to make a video about the pros and cons of adding more fun stealth for survivors and how it could be implemented
the first two minutes were so accurate. i used to get rank 1 on killer and then not play for like 3 or 4 moths straight because its so annoying at high ranks everyone is playing perfectly and has the perfect build its really boring and exhausting
At this point I thik the devs purposefully don't include rewards because, as typical for BHVR, they keep saying "just have fun". Putting rewards in would increase toxicity in the community especially between survivors, so they avoid doing that.
In the current event loading screens, there's one quote from a dev that says "As long as you have fun, you already won". I think that's what they are going for here.
The real question is: Why would we want to incentivise survivors at "getting good" at the game, when getting good breaks the game?
I mean, long term the devs might see that good survivors are OP, but I doubt they would ever act on it.
bro that hair trim at the start of the video is so good
Honestly I Think uncapping objective and boldness is something that should already be in the game. Like literally when I do 4 gens I usually feel really tilted and just go into a chase. Same with getting chased if the killer tunnels you then you have 0 objective bp. And objective bp is really hard to get after few gens were finished.
Each rank could be given a blood point boost. Example: green rank 0x boost, yellow rank 25% boost, purple rank 50% boost, red rank 75% boost and rank 1 would be 100% boost. (Values could vary)
Siege has a gun charm for every rank. I think those end of season rewards are a good incentive to win, but could also be good player retention if the rewards are enticing enough.
they are if you hit diamond, but my diamond friends always make fun of my numerous plat charms 😭😭
@@Onkoe Lol yeah I've been meh on the gun charms since I hit diamond, which is why I never understood why there was never more of a reward. It's not hard to hand out some in0game currency or a proper skin to people.
Pipping for survivors should be team-wise. So a single guy getting hatch or farming their teammates won't pip up, and a single survivor being camped to death while their team escapes will pip up along with their teammates. It would fix so many issues with the game.
That's the weird thing, it's a team based game but so many objectives, systems, and perks are solo-oriented so you have this weird mishmash of altruism and "screw you" lol
i had a bill just crouch all game and watch chases instead of doing gens yesterday. i can confirm that number is not 15k but closer to 6 or 8k, if they aren’t carried to an escape
An idea for an incentive for ranks:
You could give rewards based on what rank you were after a season/chapter. Maybe like a charm that looks cooler the higher your rank was (Think of Rainbows rank reward, or the Archive charms). Or maybe a certain amount of shards/BP if you were a high rank.
Or maybe you could get access to something if you were a high rank for a certain amount of seasons. Say like if you were rank 1-4 for two seasons in a row, you permanently have 2x BP (Escape Cake) in every game until you end up below rank 1-4 in a season (You can still use an Escape Cake for 3x BP)
A bit of a problem with this though is that if survivors completely stomp a killer they usually don’t get many bp, so they might just be safety pipping/depipping even when they do so well and they’ll keep facing killers that aren’t equipped to face them. Rank reset really would screw everyone over.
My idea would be adding a ranked system for your rank, and just to make it unique, every time the rank would reset you would get a cosmetic or charm of the rank you got that season
I believe there is a 6x boldness modifier for being in terror radius and not in chase if you are very close to the killer
I think BEhaviour should give iridescent shards in rank resets, acording the person rank
It would be cool if you got increased shards at higher rank but idk about the people who already have so manu
this is something I agree so highly with, making it so bad plays are not rewarded but playing the game as it should be played is rewarded.
I intentionally leave my killer ranking in the low teens, if I start climbing too much I throw games or just quit playing until the 13th. Killer is already stressful enough, why in the hell would I want to face sweaty comms squads? Fuck that shit.
Ever thought about improving? You’re never gonna get decent facing baby survivors all the time.
@@shujinko2944 I can and have played at rank 1 but the sweat and toxicity isn't fun for me. When the rank glitch set me back to 20 I embraced it. Mainly playing Sea of Thieves now anyways and only put in a couple hours of DbD a week these days.
They could do a similar reward as ranked Apex legends where each reset you get an emblem and gun charm that shows the highest rank you got to and each one each reset looks different enough that you would care to get the one next time around
100% agree. Nothing like running the killer all game and then being left to die on 1st hook, and then depip because of it.
Scott, to me the most enjoyable part of the game is strategy and playing as a 4man, communicating efficiently and dying in the right place. My ideal game is proving 5 gens never seeing the killer, giving him 2 hooks and 4 man outing. Thats the most fun to me - so yes, there are people who enjoy that. Also as killer the most fun is 4 man slugging at 5 gens in 2 minutes as nurse. And my 2 favourite killers to get chased by are Nurse and Spirit.
i just realized that scott is wearing scott
Regarding the bloodpoint rank, I think it should start at 10k to pip and simply go up by 1k every rank, that would allow people to advance at a steady rate as long as they gradually improve throughout their games, which I think is a healthy idea
I never really care about escaping personally. I love being the Martyr. The one who forces the killer to focus on me, so that the Survivor that is injured and on death hook can escape. Or the one who goes for objectively stupid plays because it MIGHT save a teammate.
No matchmaking system will be functional until they tell us what a win actually is
I say this all the time - part of the frustration on both sides is there is no clear win condition for either side.
I think when Odtz goes for streaks his principles make the most sense for a win. 4 kills or 3 kills and hatch escape being a win for the killer seems the fairest looking at it from both sides. They just need to nerf keys bc they just throw a wrench into the whole concept of a legit game.
I mostly agree. I think an overhaul of the ranking system can facilitate the intrinsic competitiveness to pursue high rank. Implement ranks via season. Provide a cosmetic for achieving rank status or some type of reward (BPs? Shards?). Over time, what will occur is a more normalized distribution of ranks that are more accurate and thus bringing true bragging rights for reaching superior ranks.
I would also implement a standard penalty if you're playing SWF. It could be as simple as a 10% reduction in BP (if BPs are used for rank). What this will do is maintain the status quo of "playing with friends" but also not making it something worthwhile to "boost".
what i think they should do is that people in purple or red rank games should do more gens/ more hook stages and in turn they gain more bloodpoints or iri shards for playing in the pro lobbies and so people can have fun in upper ranks
0:20 Dark Souls 2 soul memory PTSD flashbacks
So with the idea of charms based on rank, I immediately shot to Apex in thought. In that games ranked, the rewards for getting higher in the ranks are actually quite rewarding and you feel like you earned everything after the grind. Skins, charms and even trails that show other players you took the time to climb the ladder is what got me into ranked at least. If DBD added something like this and made the system more rewarding beyond just "Oh, you were x rank during this set? Ok, here's x amount of bloodpoints." Which even at the highest rank isn't all that much at the end of the day. Adding unique charms and perhaps even specific cosmetics that had more unique effects as you climbed would be nice. Perhaps a skin of your choice for a killer or survivor you like that has a color matching what rank you were, lower ends just being simple recolors and getting more grand as you go. I dunno, I just want a reason not to have to sweat every match at red and purple ranks just to have even the slightest amount of fun.
In a way the player rank is the incentive. I think players take pride in their rank as it is a reflection of their skill. People try to win so get become a red rank or rank 1. I can only get as far as rank 3 and it makes me want to do good and win to get to 2 then 1
But once you get to rank one you get, wait for it... absolutely nothing except of a hollow accomplisment that doesn't mean shit and getting harder matches more often.
I had a game yesterday against a legion, I ended up getting 27,000 points, and no pip. I could agree that we need something to fix instances of this, because it makes no sense.
Reduce the amount of BP that escaping gives, but makes it so every 20-30s survivors gain a little amount of Survival points.
If the ranking system worked, then survivors would never need to intentionally throw the game to rank up (unless we're talking about placements) if they're going against a killer who's at their same rank because they should be just as good as each other.
The problem with the killer ranking up with number of hooks they get is the fact that the survivors get to choose how many hooks the killer gets just by things like them not picking up there teammate, them trying to pull themselves off the hook, and dcing
there would certainly have to be a few more things that about like yeah, people killing themselves
Totally agree. However if a survivor escapes it should be a safety pip. I hate seeing killers who are actively trying to depip by standing in the corner and survivors depiping because of a lack of interaction
That was smooth at the beginning
lore should be built around the game not the other way around; no gameplay changes are adiquitly justified by "it makes sense with the lore." The game should be made to be enjoyable and engaging to play, and a definite goal is crucial to this in a competitive game. No player should be forced to throw to rank up.
I must admit it feels bad when i do half a generator, get chased for the next 3 gens and then get ruthlessly tunnelled instantly off hook/facecamped and then depip because i have max chase and like 1k repairs and no benevolence etc... feels bad dude
I like the hair change in the beginning
maybe depending on survivor performance and killer performance the entity can move the gens closer or farther im not gunna go into too much detail but thats the general concept
Dude this man looked like a hobo for a sec. New hobo head outfit for Scott Jund for 3,000 cells.
So much of these arguments make sense however I would cap light bringer points. Or there will be a gen specialist(s) in each team that just punches them out and average game time will drop even lower.
But you already are rewarded for more hooks as a killer, if you get 4 hooks from slugging you will most likely depip. But the current system (for killer anyway) accounts for all aspects of the game, gen slowdown chase hooks etc rather than just one aspect which is hooks.
I do believe the survivor pip set should be based on the teams achievements rather than what the single person does. So for the time you were alive how many gens, totems chases were done with a multiplier based on how active you were (which can be determined by blood points).
Cosmetics that require a certain rank is really all I would want to try for.
I would rather take your ideas for the matchmaking system, uncapping blood points for categories and survivors getting a percentage of their team’s points while in chase and incentivizing the survivors to go for more points, but make them all factors in an MMR formula so we’re not stuck with the limitation of the numbers 1 to 20. I just think that MMR would even out the distribution of players an improve matchmaking times for the average player over just piping and going from 20 to 1. DBD needs both a better scoring system and a better ranking system, your ideas fix the scoring system but not necessarily the ranking system, I think determining what a win is in this game is a bit more complicated than achieving a good score, then again who knows BHVR just sits there and takes forever to try to do anything so all we can do is speculate.
Idk about having a ranking system that gives you a charm by being rank 1 and the second you leave the red ranks you lose the charm. I think perhaps a similar idea would be having a new charm for every competitive season (seasons would start and end at the 13th at every month, so rank reset). That way there’s more of an incentive to do better, because if the charm is the same every time you hit red ranks or whatever then who cares??? They already make new charms for every rift so doing that for ranks shouldn’t be that much more effort for them