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The devs are stupid

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Apr 19th, 2018
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  1. I'm pretty sure this won't be read not even close to entirety, but I feel like I have to voice it somewhere.
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  3. I haven't had any real difficulty pipping after I learned what I had to do. Granted, I haven't played much since Rank Reset so I'm still low rank. However, the System has several issues that stem from the same factor: The game's mechanics are uncahnged, and the Emblem System was only designed to change player behavior. The problem with changing only the player behavior causes a several amount of issues I want to list now.
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  5. First issue for me is the new system encourages dragging the game. Killers have to still be quick, but not too quick or they won't get enough points on Malicious or Chaser. But take too long in a chase or doing other stuff and you're not getting a good Gatekeeper. Devout is the only one that works as intended because it's basically the same as the Killer Cube, which is the thing everybody already did anyways.
  6. Same thing goes for survivors. A group of experimented survivors could already finish the game very quickly, which makes the Killer lose, and in any competitive game that would mean a win for the opposing side. But here, in some cases, survivors would be forced to keep dragging the game along by getting in front of the killer (and maybe even going down a few times for unhooks) just to secure a certain quantity of points. Now this very same issue is exacerbated, because to get any points on two emblems (Benevolent and Evader), there is a NEED for controlled "mistakes" (read: BAD PLAYS ON PURPOSE) to secure a good quality emblem. All of this enforces players into playing badly to make the game be longer than it needs to be, taking away control from the player.
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  8. This stems to the second issue: In a perfect game, where all players are on the top of their game, everyone is forced to commit mistakes in order to achieve the victory condition (pip). The killer is less so, since the Killer depends on the mistakes of others more than their own (and in general a Killer has to procure to not make ANY mistakes), but a perfect Killer game can still be unrewarded in, say, Chaser, if the game ends too quickly: however, for any killer it's important to end the game quickly because the less pressure a Killer puts on all survivors, survivors have more of a chance to punish the Killer. So basically, the Killer that does decently against survivors keep playing like they always did, and Killers who play perfectly have to lower the quality of their plays or they don't get enough points on certain emblems and their reward is lesser (plenty of reported cases where three survivors end dead but somehow that's not a pip, for example).
  9. It's even worse for Survivors IMO, because now more than ever a perfect Survivor play is punished. A survivor that isn't seen or found by a Killer didn't play badly, they did a good job by not putting themselves into risk (who would want to have a murderer on their ass anyways?), but Evader only has a decent point gain in active chase, not in stealthing around them. This forces people to enter chases that wouldn't be needed in order to survive, which so far as I know, is the point of the SURVIVOR. Benevolence is impossible to get to a high Quality without someone going down, and in a perfect game, Survivors don't go down, at most get hit once. Someone HAs to go down in order for someone else to acquire more Benevolence, which also means that other player has to give up on the quality of their Unbroken.
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  11. And here's the third issue, also related with the other two: I understand the idea was to keep a risk/reward feel on the emblems, so one would risk the quality of one to get higher on others, but the problem with how it works right now is that it just feels punishing, not rewarding.
  12. Allegedly this System was going to take "weight off the Killers' shoulders", but I feel like it only added even more importance to the many tasks a Killer has to do already. It also creates an even major constraint on what every killer has to do in order to pip. Some killers would rely a lot on endgame to secure their kills, but letting the endgame happen in the first place is now punished unless the killer forcibly keeps gens protected, dragging the game along more than it needs to be and risking all the other emblems way too much. Oftentimes a killer would change targets in the middle of a chase to either go for a weaker link or "juggle" survivors to keep them all busy. This punishes the Killer on Chaser, but doesn't really bring a reward on Malicious because a single hit doesn't stop anybody for very long and one eventually HAS to commit to a chase and down somebody, or else every other Emblem suffers. For a system that was supposed to "reward" more than one gameplay style, it really only made the killer gameplay more streamlined and, even worse, made the divide between the High Tier killers even greater than the mid and low tier, because it's even MORE important to be able to do all the things the emblem requires, and some Killers just can't. Only Nurse, Hillbilly and to an extent Huntress have a toolkit good enough to do all four tasks efficiently: Protect gens, chase, disrupt and sacrifice. Trapper and Hag require set up, which means they have to let gens be done undisturbed or else they can't use their power, and without that power they don't have any advantage over a survivor. Myers suffers from the same problem, because he starts off slow and has to gain speed over time, which also means leaving generators unattended. For both these cases it's a problem because letting generators go is making the game shorter and with more people alive, and having too many people alive and too little time is lethal for the Killer's goal. Doctor and Pig can pressure generators or stall their progress, but they don't have a way to confirm chases and kills like Trapper or Myers do, so unless the Survivor makes a mistake, the chases go for way too long and nothing guarantees they're downing anybody except the skill of the killer and hoping the survivor is much worse at the game. Leatherface has no map pressure, only his chainsaw instadown, and finishing those chases too quickly with an instadown punishes Chaser. There's no need to talk about Wraith or Freddy because we all know what makes them terrible, and Wraith's changes didn't help him at all. I'm assuming that was your intention, that some killers would excel in getting one emblem over others, and that'd be "balanced", but the issues is that ALL killers already had to take all of these tasks into account, and with their previous goal of only KILLING, they could give up one in favor of killing more efficiently: Trapper would let go gens to place more and better traps, Leatherface would try to end chases as quickly as possible to down people with the chainsaw. Now they're all forced to try and get the best quality on all emblems, or they risk not getting any quality in any.
  13. For Survivors the issue gets weirder, because there's NO way a survivor can control a good quality on any of the emblems by themselves unless they're playing with communication (which AFAIK was ever intended), and whatever another survivor does has a direct impact on the performance on the other survivor. There are so many generators to do, and to get a good quality in Lightbringer, one has to do more than half of the generators required to end the match. Opening doors don't give enough to offset the need to do gens, and there's no guarantee the Killer will be running any Hex Perk to cleanse (and Dull totems don't give anything, even though a lot of players went for them to get rid of NOED, one of the most used Killer perks). As stated previously, Unbroken quality needs to be lost in order for anybody to get Benevolent, but nobody WANTS to go down, and the most optimal play is to NOT go down, ever; not to mention there are so many unhooks each survivor can get, which means there's no guaranteed Benevolence for everyone. The Killer can only chase one person at a time, so the most optimal way to get Evader points is restricted to the Killer choosing to give chase, and that's not always guaranteed, stealthing around doesn't give enough and it requires taking more risks that shouldn't even be taken in the first place. At the very least, a Killer plays alone, so any "reward" the killer has is for himself, but Survivors have limited gains on every category, and anybody who gets certain gains in one category is in direct detriment of everyone else. This creates a feeling of punishment because not being able to do many generators, not getting in enough chases or not being able to save enough people doesn't mean a Survivor was playing badly, just that they weren't able to do the myriad of things they have to in order to pip.
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  15. The biggest issue with the Emblem System I have, however, is not the Emblems themselves, but that the same unbalanced and broken mechanics of the game are still at play. I actually think the Emblem System would be great if there was any actual balance in the game's mechanics, but with how they are now, the Emblems only enforce the same issues the game has had for ages. Survivors are still mostly in control of the flow of the game, Killer gameplay is still reactive instead of active and it can still be very stressful, and similar to the previous ranking system, it promotes to waste time and not play optimally in order to get the most gains out of it. It might be too soon to say that much about how the player behavior is changing and how the meta will change, but as I see it now, it will only make the same meta be even more prevalent, because alternative playstyles aren't rewarded, they're punished even harder than before. Again, it's not changing mechanics, it's trying to change player behavior, and nobody wants to play bad on purpose.
  16. The implementation of the Emblem System isn't wrong because the emblems are wrong, it's because the game design is wrong and as long as it keeps being that way, there's no change to the Emblem System that will ever actually fix it. The Emblem System is make-up plastered over the ugly face of the balance you either don't want to admit is in shambles or don't want to actually adress because it benefits you in some way.
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  18. I really like the game, despite it's flaws, and for the same reason I want those flaws to be fixed. It's not healthy for the game in the long run to stay in the position it is now, and it'll get worse if they're never adressed.
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