So how do you get the adept killer achievements nowadays?

Having to have only the 3 unique perks equipped is clear.

Am I allowed to bring add-ons? Do I need to get a double pip or do I just have to kill every survivor? If it's the latter, can I mori them?

I have had some inconsistencys with the Ghostface achievement so I'm looking forward to you guys' intel.

Comments

  • You must bring the 3 teachable perks (and ONLY the 3 teachable perks), and you must double pip. You can bring add-ons and offerings.

  • As mentioned by @Masantonio, you need to play with the killer's three unique perks and successfully double-pip (merciless victory). You're free to bring any add-ons you want and burn whatever offerings you like but using moris will most definitely result in a failed adept attempt.

  • Any addons and any offering, you have to double pip so I suggest not bringing moris cause they affect piping a lot.

  • Also, as long as you get a Merciless victory, DCs will not prevent you from getting your Adept.

  • @JawsIsTheNextKiller said:

    Also, as long as you get a Merciless victory, DCs will not prevent you from getting your Adept.

    If you haven't hooked the DCer, it will. Since you need 10 hook events to get an Iridescent Devout, it could significantly lessen the chances of a Double Pip. Makes it impossible at red ranks.

  • How to get adept as killer:

    Only the killer's 3 teachables

    -(Optional) Whatever add-ons and offering you wish excluding a Mori.

    Don't tunnel and camp: (A) Because that's more likely to cause survivors to DC and (B) You lose points for being close to hook and if survivors struggle or die on their first hook because you camped them the whole time, you're not gonna get all of your hook points.

  • Pressure gens as much as possible as you are awarded points for having gens left at the end, and gens not been done in the beginning. This often means abandoning chases more often than usual, especially if the chase brings you to a generator in progress. It’s one of the hardest to get gold or iridescent for, when only Hag and Clown can use good gen slow perks.

    Hook don’t slug. Don’t try to tunnel or camp, you need more than 9 hooks for iridescent so you need to ensure survivors are rescued, and that they don’t kill themselves on hook because of tunnelling or camping. You don’t even need 4K for merciless, as long as you have more than 9 hooks, it doesn’t matter how many escape (but will affect gatekeeper if it’s not via hatch). Try to keep pressure up if there are injured survivors as you lose points for survivors healing.

    Dont feel disheartened, it’ll take a few games to get into the play style of the 3 perks especially if you don’t use them much. Use map offerings that work well for certain killers, I recently got Pig Adept by using the game map offerings, because it’s a small map good her ambush attack as there’s lots of corners and is really good for surveillance as you can hear both floors. And don’t worry about depipping whilst you try - the more you derank the easier it is anyways.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/642113#Comment_642113

    If you haven't hooked the DCer, it will. Since you need 10 hook events to get an Iridescent Devout, it could significantly lessen the chances of a Double Pip. Makes it impossible at red ranks.

    You only need nine hooks for Iridescent Devout. If one Survivor DCs, then you'll just have to hook each Survivor three times. I had to do that for Adept Plague.

  • @SnakeSound222 said:

    https://forum.deadbydaylight.com/en/discussion/comment/642129#Comment_642129

    You only need nine hooks for Iridescent Devout. If one Survivor DCs, then you'll just have to hook each Survivor three times. I had to do that for Adept Plague.

    I'll edit later when I have more time, but I really don't think that's right.

  • @Awakey said:

    https://forum.deadbydaylight.com/en/discussion/comment/642297#Comment_642297

    I'll edit later when I have more time, but I really don't think that's right.

    It was in the 2.6.0 patch notes and Emblem changes post from the devs themselves.

    @not_Queen said:

    People of The Fog,

    As some of you may have noticed, we launched the Chapter 11 Demise of the Faithful PTB with some slight changes to the Emblem System. This is the first step in an ongoing effort to improve our ranking and Emblem System. Therefore, we want to provide you with information on how these changes may affect your matches and overall rank in Dead by Daylight.

    WHY CHANGE THE SYSTEM?

    There have been many community concerns recently regarding the current state of ranking. We wanted to address these concerns by adjusting the system to provide an incremental difficulty scale in both achieving and maintaining higher ranks. Each rank group (color) now sets its own requirements for pipping thresholds rather than remaining a static goal no matter how high in rank you climb.

    In addition to the changes to pipping and ranking, there were several changes made to Killer emblem scoring. Killers have been generally pipping at a much faster rate than Survivors since the release of the Emblem System back in April 2018. This was causing issues with our matchmaking system, as Killers in red ranks would have a harder time finding matches as Survivors ranked up at a slower rate.

    WHAT CHANGED IN THE RANKING SYSTEM?

    The number of points required to meet certain pip thresholds has changed, based on the rank group you are currently in. The rank groups and thresholds are as follows:

    Rank 17-20 (BROWN)

    0-8 points = 0 pips;

    9-13 points = +1 pip;

    14-16 points = +2 pips.

    Rank 13-16 (YELLOW)

    0-5 points = -1 pip;

    6-9 points = 0 pips;

    10-13 points = +1 pip;

    14-16 points = +2 pips.

    Rank 9-12 (GREEN)

    0-6 points = -1 pip;

    7-10 points = 0 pips;

    11-14 points = +1 pip;

    15-16 points = +2 pips.

    Rank 5-8 (PURPLE)

    0-7 points = -1 pip;

    8-11 points = 0 pips;

    12-14 points = +1 pip;

    15-16 points = +2 pips.

    Rank 1-4 (RED)

    0-8 points = -1 pip;

    9-12 points = 0 pips;

    13-15 points = +1 pip;

    16 points = +2 pips.

    As you can see, the requirements to pip increase as you move through the ranks making it more challenging to achieve a higher rank group (red, purple, etc.) and then remain there.

    WHAT CHANGED IN THE EMBLEM SCORING?

    Devout

    This emblem was problematic in that Iridescent results occurred more often than any others, and the scoring was binary (did you get 4 kills? Yes / No).

    To rectify this situation, two AND three kills results in Silver and all four kills results in Gold. We added a condition to score Iridescent. Now you require all four kills AND nine or more hook events. This condition will make Iridescent much harder to acquire (as Iridescent results are intended to be) especially for camping Killers. The difficulty level represents the work and effort of going through the process of hunting, downing, and hooking all four Survivors.

    As we introduced in Patch 2.3.0 (October 2018), Devout continues to award a minimum of Bronze quality if all four Survivors are hooked at least once.

    Chaser

    In the same patch (2.3.0), we introduced a “proximity to hooked Survivor” penalty. It was initially a conservative penalty but has been increased to be more penalizing to Killers who remain in proximity. Most players will not notice significant changes to their resulting emblem quality as the penalty applies ten seconds after hooking a Survivor, and does not apply if: A) another Survivor is in the 16M radius; B) The Killer is in a chase; C) if the hooked Survivor is the last Survivor remaining.

    Gatekeeper

    This emblem was also problematic in the results we recorded. Iridescent results were occurring approximately 2x more than Gold, and about 6x more than no emblem quality. We identified this issue as being one of an indefinite time frame, causing a large amount of outlier results from exceptionally long matches that skewed the results.

    The rework of this emblem scores The Killer points for each defended generator once every minute of the match for the first nine minutes. If the match ends before the nine minutes is up, it scores every remaining minute. The generators are worth more the longer that they are defended for. The Killer also scores bonus points in Gatekeeper if they finish the match with one or more defended generators.

    WHAT WERE THE RESULTS FROM THE PTB?

    The results from the PTB gave us a greater insight into the changes that were made to both emblem scoring and pipping. We noted the following:

    Devout results were as intended.

    However, Iridescent quality was slightly lower than expected. The conditions to achieve an Iridescent have been modified from 10+ hook events to 9+ hook events to make this condition easier to meet.

    Chaser was broken.

    The Plague was not registering Brutality scoring events when applying damage and this was not triggering successful chase results in the emblem outcome. This has now been addressed. If you find that you are losing significant Chaser points from camping, then this emblem scoring is working as intended.

    Gatekeeper results were much harsher than intended.

    The scores received from remaining gens has been reduced to put more emphasis and value on the points scored in the early stages of the match. The thresholds have been reduced to make it easier to score. Defending two or more gens for the first nine minutes of the match will now result in a quality of Silver – even if you lose both of them by the end of the match.

    We strongly believe the changes made to the emblem scoring as noted above will show a significant improvement over what was experienced in the PTB. As we are always looking to improve our game, we will continue to monitor and maintain the system going forward.

    See you in The Fog, The Dead by Daylight Team


  • I just double checked the Wiki, and you're right. I always thought it was 10.

  • You don't. These achievements are stupid and need to be reworked.

  • @Rydog said:

    You don't. These achievements are stupid and need to be reworked.

    This is unproductive and just wrong (at least about the part where you can't get them). They do need reworks, though. Or at least the emblems do since they're unreliable for how well you did.

  • You can mori the first survivor and then pay attention that you get enough chases with the other 3 survs, so you still get the double pip.

    Also you will most likely not pip if a survivor dc's or kills themselve on the hook. Trying to double pip can be quite frustrating, especially if it's taken out of your hand.

  • @JnnsMu said:

    Having to have only the 3 unique perks equipped is clear.

    Am I allowed to bring add-ons? Do I need to get a double pip or do I just have to kill every survivor? If it's the latter, can I mori them?

    I have had some inconsistencys with the Ghostface achievement so I'm looking forward to you guys' intel.

    • get the 3 teachables
    • get best add-ons
    • have luck/skill/bad survivors
    • profit
  • Most people do it right after rank reset. It's more likely that skilled killers will face off against unskilled (or at least uncoordinated) survivors then.

    Avoid moris, don't camp, but tunneling off the hook is a tactic for adepts, even if ultimately it reduces BP. Instadowns aren't recommended if they can be avoided, because those hurt emblems.