Adept changes.

I feel like survivor has it easy when it comes to getting Adepts at Rank 1. Killers legit have to double pip with only three perks where as survivors simply have to escape whether through hatch or gate. Why cant It be the same for them? Why don't they have to double pip in order to get the achievement? This would make it fair IMO

Comments

  • @ill_Boston_lli said:

    I feel like survivor has it easy when it comes to getting Adepts at Rank 1. Killers legit have to double pip with only three perks where as survivors simply have to escape whether through hatch or gate. Why cant It be the same for them? Why don't they have to double pip in order to get the achievement? This would make it fair IMO

    Would love a change to killer adepts. Make it a simple 4k again! Or change adepts in general to the following:

    *While using the killers 3 unique perks...* and allow you to use a random 4th perks. Give us slow downs or something idk...

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/256887/adept-changes

    Would love a change to killer adepts. Make it a simple 4k again! Or change adepts in general to the following:

    *While using the killers 3 unique perks...* and allow you to use a random 4th perks. Give us slow downs or something idk...

    I would like that as well. But I still think Survivors should have to Double Pip as well.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268263#Comment_2268263

    I would like that as well. But I still think Survivors should have to Double Pip as well.

    I'm more of the opinion that they should both be of the easier option - and not both of the more difficult one.

  • changing the description (and criteria) for an achievement is very hard on console. (unless it's literally impossible)


    either the pip system changes, or it stays like it is.

  • @Alice_pbg said:

    changing the description (and criteria) for an achievement is very hard on console. (unless it's literally impossible)

    either the pip system changes, or it stays like it is.

    The prior version of the achievements merely required a 4k. I cant imagine it would be too difficult to revert to that...

  • Weren't killer adepts 4ks originally, and changed because moris made that way too easy? Because moris have no effect on the speed or ease of removing survivors anymore, and it's a well-beaten ex-horse by now why the emblem system is so terrible for this purpose. It's more punishing to players at higher ranks, it forces the killer to humor survivors and let them go and regroup if they're winning too quickly, it limits how much certain killers are allowed to use their power, and it punishes the killer for how survivors play - you'll lose out on emblem points if survivors don't unhook each other, or never heal, or slam gens at the start of the match even if you manage to stop them in time.

    4ks are a much simpler, cleaner solution. It should be changed back to be more on par with survivor adepts.

  • @SleepyWillo said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268298#Comment_2268298

    The prior version of the achievements merely required a 4k. I cant imagine it would be too difficult to revert to that...

    that's because merciless killer used to mean getting a 4k.

  • @Laluzi said:

    Weren't killer adepts 4ks originally, and changed because moris made that way too easy? Because moris have no effect on the speed or ease of removing survivors anymore, and it's a well-beaten ex-horse by now why the emblem system is so terrible for this purpose. I don't think I need to reiterate every argument on why emblems are inconsistent and unfair; it should be changed back to be more on par with survivor adepts.

    either or imo. I just think it should be equal between the two roles.

  • @ill_Boston_lli said:

    https://forum.deadbydaylight.com/en/discussion/comment/2268323#Comment_2268323

    either or imo. I just think it should be equal between the two roles.

    I'd really hate the double pip requirement on survivor because it would even more reliant on how other players play than killer adepts are. Killers are at the mercy of survivor choices, yes, but they're the only person on their team and they can define their strategy from the start. Survivors are competing with not just the killer, but each other, for points. Getting 3 or 4 iri emblems is asking a lot.

    Benevolent: The easiest iridescent emblem, because you get points for all heals the team does (except self-heals), not just ones you perform yourself. Games against slugging killers or hit and run killers will get tons of benevolent points for free and you may not need to perform any unhooks. Still, if your teammates aren't healing much or you're against a killer that discourages healing for any reason, you're reliant on safe unhooks for points - of which there's a max of 6 that you can access in any match, and 3 teammates vying for each one. Grasp rescues also give massive points, though they're very reliant on the killer's awareness and not a reliable method. A camping killer can immediately prevent all survivors from accessing this emblem.

    Evader: Requires you to either loaf around in the killer's terror radius for a disgusting amount of time, or escape from several very lengthy chases. Very easy to incidentally get on compact two-story maps where you'll spend lots of time in the TR while the killer is busy with someone on a different floor, otherwise a very involved process.

    Lightbringer: Repair the equivalent of ~2 1/2 gens. Dull totems provide 7/100 points each, hex totems provide 18/100, exit gates provide 5/100 each, looping while other teammates do gens gives you a max of 30/100. All of these things are in limited supply, so if you spend too much time on a hook and your teammates slam gens while you're out of commission, or the killer insists on chasing you for a very long time, this can become impossible. Much easier with ruin/gen regression perks on the killer's side.

    Unbroken: The hardest iridescent emblem for survivors. You only get it if you don't go down at any point in the match.

    The problem with getting all of these in one game is that you generally do not have enough time to extensively perform all of these roles within the space of a single match. Survivors act as a team - your gameplay is going to be very reactive on what roles need to be filled at any given time, and how the killer interacts with you. You're not going to pull it off if one teammate is hogging all the unhooks, or if another teammate is taking the killer on a merry ride for most of the gens. Benevolent is the easiest emblem to max because it for some reason takes into account the whole team's performance, not just yours, so you don't actually have to do it if your teammates are healing each other enough - but no matter what, you need to spend a ton of time looping or stealthing next to the killer and do several gens. And you're also boned if you go down at any point, which you can't really avoid unless there's a large skill disparity between you and the killer. The only reliable way to not go down is to not interact with the killer, and then you're not going to get your Evader emblem.

    Killers will generally get all four iri emblems if they have a 10+ hook game, nobody escapes, and there wasn't excessive instadowning or chases with survivors that were already injured. Killers also have the ability to farm survivors a bit in a winning game if they don't think they've satisfied Chaser requirements, or want to ensure that several survivors end up on death hook before they kill any of them to manage Devout. Survivors can't do the equivalent unless they're in a SWF, because they can't control what their teammates are up to and how they'll use the limited resources in each game. And then they're still at the mercy of whatever the killer does.

    Tl;dr, the killer adept situation is bad, but the same structure on survivor adepts would be even worse.