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Persephone_

Persephone_

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Persephone_
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  • I'm pretty sure Dowsey's hardcore challenge team managed this. It would take me a while to pull up the episode, if you are seriously interested I will try and find it again for you though.

    They, of course, do have items and perks but really as basic as can be as they all start from unused accounts and only use items they find in the match. And yes, it's a team of seasoned players on communications but the question was of it can in theory be done.

  • @Rovend said:

    The survivors who hide since they spawn are something that i truly dislike, those who are doing hatch challenges and do not help anyone.

    Said that, the "2 survivors, +2 gens" situation is totally different. You cant realistically repair your way out so your only option is to hide if you want to have a slight chance of survival.

    But what for?

    I very vividly remember a match when I was trying to get my Adept Ghostface. I had two people left and I believe two gens left as well. I couldn't find anyone for about five minutes and thought this wasn't worth it. I did check everywhere including basement. I didn't want to DC so I left to make a ready made pizza. These take about 12-13 minutes to cook. When I came back, nothing had happened. I went back to searching the map, steering with one hand, eating with the other. I eventually found someone in the basement locker. From the corner of my eye I see the other survivor exiting from a basement locker. They ended up finding hatch before I did.

    They never had crows so I imagine they slowly moved across the map until they both ended up in the basement where they went locker hopping. I do wonder about this though, I can't imagine something more boring than doing this for 15+ minutes to get a hatch escape.

    When this happens to me as survivor I willingly give myself to the killer. I'll sit on a gen just in case - until I'm found and then try to get one last good chase. I actually have limited gaming time and can't be bothered to waste it hiding.

  • Another build I tried today:

    Corrupt Intervention, Deadlock, Dead Man's Switch - never let them do those generators. πŸ‘€ You can pick the fourth perk, anything generically nice or just a fun perk will do.

    He's a great user of Corrupt as you will probably find someone before they have an EMP ready. He's also good with Dead Man's Switch as people can't leave the gen to grab an EMP that is ready. It's easy to chase people off of gens - the biopods - even disabled ones - also show you which gens are being worked on even if you don't place one on every gen. Actually the latter isn't even something I would recommend as it takes a long time to set up a pod on every single gen. Deadlock may even be overkill but is a passive slowdown that allows me to basically leave the hens alone and always look for the 1 v 1 situation. You could even use a chase orientated perk like Bamboozle as your fourth.

  • I just saw the video you mean. This is a build that has already been there and has now been "completed" by a new perk but if I'm honest, the new perk isn't even necessary. The build is just as annoying with Jolt to regress gens on every one of the many downs. Singularity is one killer that can use the build but to be honest, you can play Toxic Trapper with this, especially if you get someone down in shack or a tight building like the Police department. It's a playstyle choice that isn't so fun to go against but as unique to this killer as the Tombstone or the Condemned Build.

  • @Nazzzak said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3454541#Comment_3454541

    Same. I need variety. At the moment I'm using Deja Vu as my gen perk, but i also have a healing perk, a chase perk, and then miscellaneous perk (usually doing a tome challenge so will equipt something to help with that)

    Yeah, absolutely - on both survivor and killer. It's more fun to have that flexibility and versatility unless I want to experiment with a dedicated build. I sometimes make dedicated builds around specific tome challenges, for example. I find that aspect fun as well, coming up with the best combination for this challenge. Naturally, that's not a build I will keep on for very long. 😊

  • I get you, my kill rate is much lower with him than with most other killers bar perhaps Nurse as I have never learnt her properly. πŸ‘€ But I haven't played PTB and maybe played 12 games or so so far and your situation might be somewhat similar. I think the best thing is not to compare ourselves to Otz. πŸ˜‰


    But to answer your question, I've had fun messing around with he'd builds. They are hit and miss and yes sometimes your totems get cleanses immediately but sometimes they don't . He's quite a decent totem defender though.

    For example:

    Blood Favour - I find a lot of survivors drop pallets very early against him and even if you manage to teleport it slows you down enough for them to vault correctly if they play it smart. Plus the new map has some very safe pallets. This won't be a problem if they can't drop them. 😜

    Haunted Grounds - They tend to end up cleansing that at some point and with your cameras - even if they are disabled - you will always be able to figure out where someone is.

    Third Seal - survivors can't use Bond/Empathy to figure out where a teammate may need EMP help. Also helps with general disorientation and counters totem hunters with maps. Yes it's easily countered by SWF but it's a fun perk.

    Pentimento - he doesn't always have the best map/gen pressure despite seemingly designed to have it as the pods by gens tend to get disabled first thing. That means you can check on a gen but need time to walk yourself over there. Pentimento gives you more time. Also at some point someone will lose track of totems and cleanse Haunted Grounds instead of Pentimento.

    You can also swap Haunted or Third Seal for Thrill of the Hunt.

    You can put pods by the totems. Either they need to be disabled first but you might see that and have enough time to interrupt the cleanse, especially with Thrill. Or they don't disable them and you interrupt by shooting them.

    Or try an endgame build around Terminus as doing the gates injured can actually be quite scary if the pods aren't disabled. Try builds that punish teamwork as I find whenever I chase someone, another person is nearby with an EMP. Forced Penance is a good one for that.

    Place the pods not necessarily opposite the gen but on the escape route tos people will take when you come to that gen. Mix it up though, be a bit unpredictable with the placements.

    I won't say I don't have low killer rate with this killer so far. He is easily countered in many scenarios. But Im having fun learning. And when you do pull of a good teleport, the whole process feels so slick and awesome. 😁

  • Yeah, the first thing I do with a new killer is an addonless adept as I feel it gives me the opportunity to get to know the base power and the new perks. This one took me longer than some others. That may partially be due to the power being something you have to get used to at first but I, too, felt like the perks don't synergize that well with each other with him. Each of the perks could be fun in a dedicated build but I've actually taken them all off as soon as I had the adept. I run a full hex build now and that's actually kind of fun and has better synergy with his power.


    This is not unique to him though, for examples Bubba isn't necessarily the best user of Franklin's either.

  • Yeah, agreed. I actually quite like the new De ja vu. It's a good example for how to make a very decent solo queue perk - as you can't rely on your teammates to focus on the three gen, let alone for them to hop on the gen with you to get Prove Thyself value.

  • There are some areas that have a lot of red/pink and patterns on the ground where I have found it really difficult to track survivors. It's not as bad as the Borgo but it's definitely an issue compared to every other map in the game.

    So far it also seemed quite RNG dependent. The main building is always safe but sometimes it also spawns a lot of very safe pallets. And sometimes it creates huge deadzones. Both isn't ideal and has actually been improved on a lot of other maps, including the latest adjustments on Autohaven maps.

  • In theory, yes. In practice I will be the one that is tunneled. πŸ˜‚


    But yes, it's strong and can be paired with Resilience, a toolbox etc. But it's also a bit "boring", not super interactive and I never run a build like that for more than two or three matches in a row.

  • I can't say its the same for others but as other posters before me have pointed out, he is not the most straightforward killer to pick up initially. I enjoy set up killers and I also enjoy Plague and was very much looking forward to this release. I didn't have a chance to play PTB and didn't watch a lot of content on him either so I went in quite fresh. This was super fun but also requires a certain mindset because every time you learn a new killer you will inevitable also end up survivors that are not that mature and not used steamrolling killers like this. Some of these people can be nasty and while.we all know they are the idiots, it requires thick skin. The urge was there for me just go and pick up a "comfort killer" instead.

    The other issue is that he has a power than cam feel incredibly rewarding and slick when it works but also quite often doesn't. This feeling for me is similar to playing Twins or Trapper, even if it's for different reasons. I think there is a small playerbase for this kind of thing but most people play to win.

  • Am I the only one who really struggles to track survivors on this map? The colour scheme pops more than the Borgo but it is also very red and pink based with a lot of darker textures on the ground. I will sometimes see an injured survivor run but only because I am tracking movement rather than scratchmarks or blood - and no, none of them were running the relevant perks that van hide/obscure these. Yes, it's visually really cool and so is the Borgo, actually but I have no idea who keeps coming up with maps that have a reddish (+ pink/burnt orange) colour scheme for this particular game.

    Speaking of which, the amoung of times I saw the movement of the flying creature's shadow and thought it must be survivor moving in the corner of my FOV. This is a kind of fun feature.

    And yes, the main building is extremely save but I also had the issue that it takes too long to check on the generator at the top and if it's being worked at. At least in places like Dead Dawg I can visually check if someone is on the generator and then make an informed decision if it's worth heading up there or not. I'm deaf though, I'm curious if hearing people would actually hear if someone is on the generator from the bottom floors?

  • I started in 2020 and low end solo queue was always bad.


    The only difference was that I had a better shot at staying out of the low-end a d getting a competent team if I made sure I stayed in purple ranks every month. And the killers usually also knew what they were doing in those ranks. I also never got paired with people that have less than 5 hours in the game. Solo queue matches were a lot closer then. Now I have no control over this, we usually get stomped or we faced a perkless trapper that just picked up the game.


    Weirdly enough my killer experience hasn't changed much. Personally I improved, of course and the survivors I face now are often competent too. The Dead Hard change was nice but it's still a meta perk. I feel people have adjusted for everything else now (chase buffs to killer, gen speeds).

  • @TWiXT said:

    The problem with the Knight is simple:

    Once again the devs came up with a new and exciting power, but also, out of obvious fear of backlash and "OP" claims from survivor players who don't understand it, the Devs have also coddled the survivors by making everything the killer does too slow, and too telegraphed to be effective (I still haven't forgiven them for giving Onryo, an M1 STEALTH killer mind you, a freaking Lullaby radius, and Dredge a 24 meter directional "Breathing/movement" sound even when he's "undetectable").

    The only way to combat this is for the devs to realize that players actually appreciate a bit of challenge and surprise, over an opponent who shouts out and telegraphs to them everything they do! Getting the devs to realize this though? Yeah, Good Luck!

    If they simply removed the "Green Orb" and the "Detection Radius Circles" from the Survivors PoV's then His power would actually have some tactical fun to play with. Honestly, if you can tell in advanced every move your opponent is going to make without having to make any educated guesses, then what "threat" are they to you? Chess would be stupidly easy, and incredibly one sided if by playing Black, you gained precognition over all of Whites moves wouldn't it?

    The problem with the upcoming live version buffs is that they don't address any of this, and only make instantly planting guards at a loop more effective than setting up patrols. Sure they made the guards chase begin slightly faster, but survivors can still see when and where you are planting them, as well as their detection range, meanwhile the Knight, when using his power, Can't even see the survivors and doesn't know where they are going! This actually makes his power favor the survivors more than the killer, and you can quote me on this when it goes live and everyone realizes how useless it is.

    If they'd just make this change he'd at least be a B tier killer, and actually get some usage out of setting up patrols for his Guards. As it stands right now though... His power is weak as hell, and the only way to effectively use the Guards to pressure survivors is to insta-drop one on a short loop, and hope the survivor stuck around long enough to get detected so you can try and pull off a pincer attack. It's such a waste of a good concept, and all they have to do to somewhat fix it, Is follow this suggestion that I and MANY others have already stated.

    Side note/rant:

    Personally I HATE how the devs over coddle us as players. We're GAMERS, we can pick up on visual queues like a slowed progress bar, off timed skillchecks, Massive Bleeding, That visual effect and sound to tell us we're exposed etc, WITHOUT the freaking excessive HUD notifications! For crying out loud, Dissolution, like Spirit Fury, only takes experiencing 1 time before we know how to counter it, we don't need the freaking Perk Icon to show up in our hud, let alone all the other notification garbage that goes with it! I mean I can see that kind of thing being useful for anyone with less than 200 hours in the game, or encountering it for the first 10 times, but at some point keeping us on these "training wheels" permanently just feels insultingly condescending to our well earned gamer instincts.

    And then they go and give us a killer that has No element of surprise to their power; that even a child could figure out how to beat in 2 matches. Sigh... These devs man...

    Edit: sorry for the rant...

    Unfortunately I have to disagree on what you're expecting survivors to pick up on. What you say is true for experienced players like you (and also me). And for me personally I agree with everything you say. But I can also guarantee you that my solo queue teammates who do all safe gens/gens on one side of the map first etc etc generally already have zero understanding of the game. I recently played with a Meg that kept trying to cleanse a Boon.

    There is a lot to pick up on new players and many survivors don't play killer at all (the other way round seems rarer). They have no idea what the perks do even if they have an icon.

    I only ever get a glimpse of this world when I play solo queue but it exists. ;)

  • @ChiSoxFan11 said:

    Who are the people getting that many AFK killers, and what game are you playing?

    I play nearly every day, multiple hours at a time, and roughly half of that as survivor. I can't remember when I had an AFK killer, or even a farming killer.

    10 out of 14 seems ... bizarre.

    It only happened to me when I was off from work an playing during the day, I rarely get AFK killers when I play usually. I'm also probably at the lowest possible MMR end for survivor as I play altruistic in low MMR solo queue..πŸ˜…

  • Yeah, I had week off from work not too long ago and was pretty excited to have some time to finally do my survivor tome challenges. Basically unplayable during the day due to so many killers beig afk. And no I don't play to escape, I play for the chases and the strategy. Plus remember not every challenge is cleansing totems, sometimes it's unhooks or chases.


    I do report them, not sure if that has any effect whatsoever though.

  • So surprised to see Midwich mentioned a lot, that's one map where I feel comfortable with pretty much any killer.

    Garden of Joy and they Eyrie are some of the worst maps across the board, which is concerning as they are also the newest. Other realism tend to have at least one map that is just too large to control for the majority of killers... Fractured Cowshed, Gas Heaven, Mother's Dwelling. Suffocation Pit might get an honourable mention here as it's terrible RNG wise as the middle is sometimes way to strong but it's three-genable with some gens being in deadzone.

  • Haddondfield also massively depends on whether the House of Pain is open or closed. If it's closed then you have a huge deadzone near the potential three gen as well.

    I don't actually hate the corn maps or even Ormond. The former has mindgameable loops. The latter has unsafe pallets. But Ormond does suck as certain killers like the Dredge. The locker placement isn't very consistent near gens. Trickster and Huntress also suffer from this, of course.

  • Yes, to be more precise the Devout emblem seems to only count 10 hookstages and hook actions maximum at the moment, even if you had 11 or 12 hooks. For that reason you can't get and iridescent emblem for it and tou also can't double pip in iridescent ranks, which is annoying. It must somehow affect this challenge as well, I assume the final kill does not count.

  • @Random_NPC said:

    https://us.v-cdn.net/6030815/uploads/60D0HXBIZA21/annotation-2022-11-11-182740.png

    I just played this wonder of a tile. There was a third pallet easily reachable as well as shack and a completely busted house loop.

    I had pallets like this on Azarov's and Garden of Joy back to back once and genuinely thought that spawns must be bugged so I sent in a report. I just got the generic questions (what perks were you running, who was the killer etc - although this was all clear from my video clips) and then that they were looking into this.


    Meanwhile I got an Azarov's spawn earlier where the whole middle part only had two pallets and two windows leading into deadlines from what I could tell - and the rest was just junk pieces you can... Run around but that's about it.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/3260106#Comment_3260106

    I think wraith is bit underrated he is pretty decent. Im actually like 20 wins streak with him trying to reach iri 1 grade but it is difficult as double pips are basically removed (last kill does not count in emblems and stats). I have to win another 10 in a row to reach iri 1 as im iri 3. I have rarely tunneled in this streak as it's not optimal for pipping and I have beat survivors even in eyric of crows and garden of pain maps. But I do tunnel when it's neccesary and know my hooks. But most games I have 6-8 hooked before finishing anyone off.

    As I said. I think he sits in mid-tier, comfortably. He's not one of the very good killers but also not terrible. His kit is not super stealthy but he has more movement ability than other stealth killers.

    He does have some great add ons, especially with his double iridescent he basically has a fifth perk - pre rework Tinkerer.

    This also makes him reliable and he is in my opinion one of the slightly less map dependent killers. Interestingly enough I also wanted to get Grade I this month. I often let people go normally so I don't pip consistently enough in Iri ranks. I played most of it on the Dredge. I enjoy him and I'm comfortable with his kit but I don't think it's a secret that he struggles a lot in certain maps. I eventually got to a point where every game was sweaty and I just wanted to get it done I switched to Wraith because I was less hurt by RNG than I am with a killer like Dredge. He's not really my favourite killer to play in terms of fun but he is reliable.

    Having said that I also noticed that against good teams he does need good gen slowdown - 2-3 perks as he simply does not end chases quite as quickly as others. Also I found that most teams will start spotting some of his better add ons (silent bell, bone clapper) by having a spotter around the gen as we get 2-3 gens left. This is of course if you insist on not tunneling, I don't usually hook the same person twice in a row until we have one gen left - when I do then I genuinely forgot. πŸ˜‚ This means there's usually four people left to do one gen although most of them are on death hook. Wraith is not as well equipped to deal with that as other killers are.

    Good luck with your endeavour, I do think you can do it on Wraith. ☺️ His sweatiest build, I find, is Call of Brine, Overcharge, Eruption, Oppression with double Iri. I totally did use that for the last two games. Just needed to get it over with. Brought Party streamers to say sorry though. πŸ˜‚πŸ™ˆ

  • Yes, this map is notoriously bad for hook RNG. You also need to manage them carefully as there is sometimes only one hook that can be reached from both the courtyard and from one exit gate so ideally that shouldn't be broken until very late in the game.

    Meanwhile on Torment Creek you often get two hooks right next to each other, near the harvester. πŸ™ƒ

    Other than that Midwich is a quite good killer map though so I won't complain too much. I worry that a rework would add more god pallets. πŸ˜‰

  • @Seraphor said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259774#Comment_3259774

    https://forum.deadbydaylight.com/en/discussion/comment/3259764#Comment_3259764

    Sure, but the killer doesn't have to care about that. As far as the team is concerned, the team was punished for the mistakes.

    The killer is against a team of survivors, 4 survivors, 4 items, 12 hook states, 16 perks. The killer doesn't know if you're solo queue randoms or a SWF team. You're all the same, and the killer just wants to eliminate you as quickly as possible. If the team members are going to screw each other over, it's their mistake to make.

    Now I get it that killers can pass their own judgement and decide to look favourably on 'victims' of their team mates, but you don't know the circumstances of this team or why they're doing what they're doing.

    Hell I've done it in the past, I've had two survivors left, I down Feng who's on death hook, so I slug with the intention of letting Kate pick her up so I can get a hook on Kate instead, who hasn't been hooked at all yet. Kate abandons her team mate, leaving her to bleedout on the ground, and I'm not for that. I'm playing Ghost Face and I have the add on that shows the auras of survivors when you down someone who's exposed. So I pick up Feng, let her wiggle free, stalk her while she nods and teabags, down her again and see Kate's aura hiding in the corner. I find Kate, hook her, and ultimately give Feng hatch in sympathy for her lousy team mate. Good job right?

    Turns out, they were a SWF and Kate needed an escape for a challenge, Feng was trying to sacrifice herself.

    Moral of the story is, you cannot win. You try to do the 'right thing' as killer (as if you should even have to worry about that when survivors don't) and you get it wrong 50% of the time. Sometimes survivors don't want sympathy escapes, I've even had people DC on me out of spite instead of accepting a free hatch. So just don't bother caring about it in the first place. Kill who you're going to kill.

    Actually, if you go by the current MMR system this is not how it works at all. Meg raised her MMR, everyone else lowered it. πŸ˜‰

    Also note that I said OP can play however they want. It's just that they say they had an intention (punishment) and I don't think this worked out ver well. I wouldn't have said anything if OP had not specifically talked about punishing the unsafe unhooks. Meg didn't care. They were likely all solo. She didn't get punished. That's kind of the end of the story in this specific scenario.

    I have a similar story to you just different scenario. Someone deliberately sandbagging their friend because that's their idea of fun. They were upset I ruined it by killing the sandbagger. It's a different scenario and comparing apples to oranges.

  • @Tsulan said:

    That i see the day Wraith gets called OP.

    *sheds a tear*

    No, Wraith is anything but OP.

    I mean... I've once had a team call Trapper OP. We were on a corn map. "But we can't see your traps in the grass." I'm not gonna lie, I actually took a screenshot of this because it felt like such a rare and special occasion. πŸ˜‚

  • @SMitchell8 said:

    Ranks were far better. What incentive will there be to play multiplayer once bots arrive? C tier downwards might aswell play bots instead of sweat factory. You can play as much as you want but your progress gets flushed down the toilet every month. Never get get past bronze personally as I don't get to play all that often.

    Numbered ranks that partly reset were far better than this junk imo

    I tried the knight vs the bots and it was just so boring it was the first time that I willingly DCed. πŸ˜‚

    Ironically the bots have a kind of good playstyle against him as they don't loop, just "w key away" so you eventually catch up and down them. They get stuck on stuff and run to the corners of the map. There is no way people want to play against this other than exploring new maps/powers.

  • It is unfun but I have to say that I understand if you are in a situation where you need a 4k for a challenge/achievement/merciless pip. I would almost never slug for the 4k but I had to for my adepts. I've always explained this afters s actually have to say most people were understanding and congratulated me on the achievement.

  • He's really not very good. He's not the worst either and has some fun add ons but good teams can stomp him. I find a lot of low MMR Wraiths have an unfun playstyle.though, where they proxycamp/rush back to the hook and tunnel one person out one by one. New survivors then don't know how to deal with this. That is definitely not every wraith but I'm certain it does happen a bite more often because he's a free character, easier to pick up than the other basegame killers and a lot of newer players don't know tunneling is "frowned upon".

    I remember there was once a YouTube video where a comp team went against TrueTalent and Dowsey playing Wraith (so experienced killer players) and the killers had tough time . Maybe that would be a good video to show them. That and hoping your friend goes against a god Blight or Nurse sooner rather than later. πŸ˜‚

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259779#Comment_3259779

    i partly agree with that but i really don't want to say we should take them from one side only

    I did say it'll be a unpopular opinion. πŸ˜… They will *never* do this, so don't worry. Just, personally, I don't really cringe when a killer brings an offering (and still feel like it can go either way) but not always a fan of a fellow survivor taking us all to Badham.

    But I also won't lie, I may have to touch my RPD offerings at some point to get the achievement with opening the door on that map. I don't think I want to wait for this to happen organically. I hope the killers out there will forgive me. πŸ˜‚πŸ˜³

  • @NerfDHalready said:

    https://forum.deadbydaylight.com/en/discussion/comment/3259756#Comment_3259756

    poor scratched mikey would need to be sacrificed but i can't say killers are *completely* fine with offerings, i think

    I rarely see killers being map offerings and I also rarely bring map offerings myself but when i do it's for killers/builds that are completed negated by most maps. Scratched Mirror Mikey is the best example but my boy the Trapper is another. There only so many matches on the Eyrie that I can take with him, at some point I'll bring myself to a map with grass. 😳

    I don't feel like survivors are completely negated by any map.

  • I think you are within your right to play however you want. However, you seem to indicate you want to punish mistakes. You didn't do that at all. On the contrary, the person that made the mistakes actually got her "win" and now learned it's ok to play like that. Due to basekit BT, I assume all her unhooks were actually scored as "safe" by the game as well.

  • I'm actually torn... I like niche killer builds that only work on certain maps. On both sides. I went against a Scratched Mirror Myers on Lerys the other day and it's been one of the rare occasions where I JUMPED out of my seat as survivor in a long time. I would have been a shame if that match had been on Autohaven and I had seen him coming from a mile away. πŸ™„

    This will be an unpopular opinion but I feel like map offerings should disappear only for survivors and not for killers. A killer can make a niche build around a map but let's be honest, they will almost always sacrifice something else for it. We know Scratched Mirror Myers does because he's also so slow.

    Survivors can actually stack four loadouts to be optimised for a map, not just one.

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3258249#Comment_3258249

    In the same vein, Tools of the Trade for the killers was pretty tough, ie getting a merciless victory with only 3 universal perks equipped. Most universal perks ain't that good, so in order to get a merciless victory you had to play like mad. Doing it after grade reset helped a lot, but you were still on sort of a timer: win too much, but not good enough, and you would only pip up once, and once you would reach Gold grades, double pipping would be much, much harder.

    The thing that saved this challenge for me was Jolt, which indeed counted as a universal perk for this challenge. Back in the days Jolt had a cooldown, but still, this perk gave me the breathing room I needed to eventually get this achievment done.

    I forgot Surge/Jolt is universal now but yes, that's helpful. I think Whispers, Jolt and Sloppy Butcher might be a good combination and you can still use add ons as well. Another issue is that you'd have to be a bit picky about the killer though as some are then also so severely punished for actually using their power (looking at you, Plague and Bubba πŸ˜…). I think this would work well with a killer like Legion or Doctor as they can severely slow down the game as well.


    (I know you've done it already but in case someone that hasn't is reading, maybe it's useful for them ☺️).



    Reading this thread I also realise I had more luck than I ever knew. I got Left For Dead without actively trying for it once and Evil Incarnate on first try - the latter required a lot of sweating though and I had pre-planned it to the last detail, grinded out the perks I needed before trying too.

  • What Hugthehag said. ☺️

    And also set yourself personal goals, even if they are small, like learn a certain aspect of a killer's power better.

    Or think about your normally playstyle and change it up.

    For example, I used to play chase orientated demo for a while. So I set myself the goal to use the portals and the add ons for those more and play demo as defending a network of gens, hooks, totems etc.

  • I've stopped doing it. I've played since around Silent Hill release and knew it at "killer is camping", that's how it was explained to me then. However, I noticed that people that came in last year or so definitely picked it up the other way round.

  • It's definitely not a dying playstyle if you're in the pits of low MMR hell as survivor. πŸ™ˆ

    @FentV1rus said:

    I would like to go on record, that Bubba is a very fun killer, and there is absolutely no reason to face camp on him. When I first started playing this game years and years ago, and I picked up killer, I started with Bubba because I wanted to unlock BBQ. I ended up really enjoying him, even back then when he was worse off altogether.

    I still play him to this day, and I play him a lot. I've never been accused of camping, tunneling, etc. Most of my post-game lobbies are people thanking me for not face camping with Bubba, even though I just brutally murdered all four of them. I often times have people compliment me for providing enjoyable matches against my Bubba play, even if they lose. Call it all gloating, but I'm proud to NOT be a face camping Bubba!

    Honestly, I get "accused" of tunneling and camping occasionally on every killer. Because I dare to hit someone trying to bodyblock me with BT and because I don't leave the hook when it has 3 people around it and all gens have been done. πŸ˜‚ But never happened as Bubba, I've had the same experience as you quite frequently and had survivors thank me for playing Bubba "normally". πŸ˜…

  • Your definition of "fun" differs from others.

    This question comes at a pretty good time for me though as survivors have asked me this in endgame chat lately. πŸ˜‚ I'm the most chill killer player you can imagine, I even sometimes play the crappy meme add ons for the laughs. However, I also like to achievement hunt, so I have to reach Grade 1 at some point, itsine of the few ones I have left! Decided this will be this month. Sorry but can say what you want, it's simply not possible to consistently pip in iridescent ranks if you play chill with meme perks and let people go.

    I'm not playing a meta killer - I'm mostly playing Dredge because I'm comfortable with his kit but he isn't boring to me yet. Sometimes I switch to Legion or Doctor as they are all decent for pipping. I switch up builds but to double pip in iri ranks you *need* 2+ gen slowdown perks or you need to make sure someone is dead by the time three gens are left, it's just not possible otherwise if you are in an MMR bracket where survivors understand the game and sit on gens. The positive trade off is that usually all four people get to live until there are one or two gens left as I know with slowdown perks and everyone on deathhook I can control the final three-gen.

    It's not what I would play if I don't care about pips but this month I do. I enjoy hunting the achievements, so yes, it's fun for me. ☺️

    The irony is that whenever survivors complain, they haven't exactly brought a meme build themselves but tend to have the full-on loadout. 😏

    Actually, I have had some of the fun, closest matches of my life this month as the game felt like a tug-of-war, neither side got stomped. This usually tends to be the case when I play chill with meme builds - either I get newbies that last less than 10 seconds in chase or I get a few hooks and the match us over in about five minutes. Which tanks my MMR after a while and it's back to stomping babies. It's actually kinda cool to not have that at the moment.

  • @Krazzik said:

    It's hard to say, some of them would be insanely hard but you can easily get them in a friendly farming match, like the triple-blink-grab nurse one, or the down far away as Huntress one.

    I guess ones that you can't really get from a game like that, like Myers' Evil Incarnate or the finish a gen and escape via the gate as the final survivor would be the hardest.

    Personally speaking I just can't get Iri 1 as survivor and will probably never get it so that's the absolute hardest for me.

    It is hard if you are solo but can be done if you play selfish and for the pips.

    1) Start doing gens away from the action - ideally do two by yourself.

    2) Break two totems (don't bring a book, you need to be the one healing others)

    3) Then proceed to do the more dangerous stuff. If you get two unhooks and escape two chases your are good for altruism and evader. The best way to do this is to stay near someone injured/in chase. Sometimes it's have you enter chase as well but the killer will focus on the injured person, so you can get away and "escape the chase". Then hide near the hook a d make sure you go for the unhook first. Don't heal at hook, book it and make sure you're not found. πŸ˜… Don't be afraid to pre drop pallets either if it helps, even though your teammates will hate you for it.

    I ran this build:

    Borrowed Time - wasn't basekit then so essential so you can probably substitute it, maybe for detectives hunch to find totems quicker.

    Inner strength - since I'm doing totems anyway

    Empathy - to know where chases are going on

    Kindred or sprint burst - kindred helping when you are hiding near hook or sprint burst as a good exhaustion perk, helps you be first on the scene for the unhook and if you happen to be with another survivor, the killer won't go for the one sprintbursting away πŸ˜‰


    You don't actually have to escape.


    It sometimes feels bad though as you have to stick to your gameplan no matter what. Even if it's not the optimal play. πŸ™„ I'm glad I got it and don't have to go through this again.

  • @MisterMister said:

    The only overpowered part of her is the survivor mindset that you shouldn’t cleanse against her. A truly focused plague you shouldn’t, but most plagues are to busy chasing to remember to drink the kool-aid. So cleanse away!

    Strongly disagree. I play solo queue as survivor and the amount of times we lost at four gens because my teammates were too busy to cleanse all the time.


    1. People will instacleanse before broken just to just hop on an infected gen straight after

    2 . Plague got her red vomit without picking it up mid chase with me because someone use the last fountain

    3. People waste time to boon and heal

    4. People cleanse on their way to unhook me (infected) and immediately got reinfected

    It's beyond ridiculous but no one stays behind in endgame chat to actually discuss wth just happened either.


    I'm not saying you should never cleanse but don't do it if you are not on death hook and know you will get infected straight after.


    I've played a fair share of Plague myself and good teams stayed injured but safe for a good part of the game. She's not a bad killer and I enjoy her as there is some strategy and decision making involves in playing her. Nontheless she doesn't always feel as rewarding because when I win I sometimes feels it's because at least two survivors grossly misplayed rather than me pulling of big brain plays. πŸ˜…

  • I like the same thing and I played a lot of Hag for a while. Be prepared for survivors to complain to you though, hag is somehow very widely hated... πŸ˜…

    Hag has been one of the better hit and run killers in the past and I did feel she suffered when the new healing meta became a thing.

    My best advice is to not play her like everyone in my low survivor MMR does. Drop ten traps around hook and leave it at that. That is indeed unfun and will also hurt you if teammates just don't go for the rescue and do gens instead. I drop one trap near the hook and I try to place it somewhere, where the unhooker might run after the unhook.

    Which leads me to perks, Make Your Choice can be very fun on her but is a risk. Sometimes your hook trap is not triggered, sometimes it's trigger before the unhook, sometimes it's triggered by the person that was just hooked.

    I like Nurses and Sloppy Butcher as well. Surge (Jolt) is a good bet for your gen slowdown as you will only down survivors using your basic attack. Some fun options are Franklin's (trap the dropped items, they always go back for them πŸ˜‚) and Dark Devotion which is very niche but can be so fun because confused survivors will trigger your traps.

    For add ons the teleportation distance are her best/most reliable choices - you can teleport from further afield and the trap setting speed are her second best. Don't use the ones that increase distance from which survivors trigger a trap or time that you have to teleport, they make the problem your describe worse. Bind teleport to the scroll wheel on your mouse if you haven't yet.

  • I genuinely think that for me it's the Rank/Grade I achievements, simply because they are the only two that are truly time-limited and also dependent on other people as well . You have to grind that role in the timeframe of one month and have to go for a very specific playstyle - as survivor you need to play for emblems rather than do what is best for the team in that moment. As killer you have to bring a lot of gen regression or other slowdown as you really need to drag out the exit gates being powered and then you'll get survivors complaining about that.

    And then you are still depending on others. Play survivor but you get an AFK killer or someone new? Well, tough luck for your altruism. Play killer and someone suicides on first hook/DCs on first down? Well, there goes your Devout emblem.


    Other achievements are grindy and I, too, dread Outbreak Breakout. But there is no time limit on them so I find them less stressful.


    The ones I hate the most are the ones that are counterproductive such as blessing hexes (not a good idea as the killer will know the location of the boon), escaping chases in lockers (risky, always better to drag out the chase), or not losing a drop of blood (it's better to take turns and spread hooks across the team).


    Out of the Adepts the ones where uisng your power hurts you are just silly - Bubba, Myers, Billy, Ghostface are good examples. Plague was the trickiest for me though. Her perks are not bad but her power really works against her in the emblem system but she's a pretty terrible M1 killer without it as she doesn't even have the stealth or Billy's map traversal.

  • @JustAnotherNewbie said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233257#Comment_3233257

    It felt like I had Tenacity tbh, but the game didn;t go well, so I don't know who had the cheats. Teammate or Killer?, killer seemed a bit sus but maybe I'm biased. Just felt he was at the right place at the right time? Idk. Maybe he was too good for me, who knows. Maybe it was Leon who only got hooked at the end and he was mostly missing.

    It's not impossible. However, bear in mind there was also a bug not too long ago that also made survivors crawl faster. This is what makes it so annoying, sometimes it's so hard to tell if it's a bug or something more sinister. πŸ˜•

    @AbsolutGrndZer0 said:

    https://forum.deadbydaylight.com/en/discussion/comment/3233257#Comment_3233257

    Apparently that happened to Otzdarva today as Killer. They stacked like 10 extra perks on HIM.

    That is outright trolling but all very scary as well as everyone will assume the person with the extra perks is the cheater - especially when it's the killer. I was actually so glad that I was recording the game where it happened to me as I felt I would have some counter-proof if the killer thought I was cheating (and then it also enabled me to be proactive and report immediately with evidence). However, I also know that most players wont be recording their games in the background because it's a hassle and needs the set up/hardware/software/commitment.

  • Yes, that's the correct form. You can attach one or several files but beware, they don't allow very big file sizes,unfortunately. I usually cut the obvious sequences together and reduce quality to make the file size smaller.

    If you already have the video online somewhere (like clips from a stream) you could probably just link back to them.

  • @JustAnotherNewbie said:

    To be honest I did have a weird moment in a game earlier. When the killer downed me my crawling speed felt faster than normal, so I wonder if there was a cheater in the game. The survivors I played with didn't seem to be doing anything weirdly uncommon, but the killer felt a bit weird, but then why would he buff us?

    Too bad I didn't record that game.

    Is ther a cheat that can give the rest of the team a buff?

    Yes, cheaters can put a cheat on their teammates! When I was playing survivor someone put Flip Flop on me. I was so confused myself at first and the killer probably thought I legit had the perk but I didn't. Turned into a game of "Among Us" for me. πŸ™ˆ I managed to catch her (and record + report) though. 😏

  • You can say that about a lot of game mechanics though. How is it that killers are so susceptible to flashlights? Some of them don't even have eyes! How is it that a survivor can simply vault a window and book it? (Lithe)? Actually, when I think about it, Lithe is really annoying. πŸ˜… But it also requires skill to use.

    The new dead hard is fine to me. There is the odd occasion where the timing is so good it can still be used "for distance" but it's not the same as the old one. Plus all exhaustion perks except head on are used for distance in mid-chase.

  • I know, I actually love it for that. Especially as most people second guess themselves before suspecting Fire Up... πŸ˜‚ I know I poked fun at it but I actually have a bit of a soft spot for itbecause they never expect this perk. I've occasionally been using it since the recent QoL changes where some other perks aren't so essential anymore. ☺️

  • @Akumakaji said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185800#Comment_3185800

    I got both, "Hemophobia" and "Item of Obsession" the same way, ie some afk killer in the earlier hours of the day on a day off. Item of Obsession has the potential to be "harder" in this regard, as you have to be the last survivor to leave the trial while also being the obsession AND not getting hit. Thats a bit convoluted again :V

    You're right, I forgot about that one. It seems like I got that super early on and without trying. I don't even remember. Must have been lucky. πŸ˜…

  • @Ecko said:

    https://forum.deadbydaylight.com/en/discussion/comment/3185800#Comment_3185800

    I tried doing Hemophobia as well and did it, but it didn't count. Now I know why xD. It wasn't the specific map

    Yes, it cant be Father Campbell's Chapel! Obviously, when you are trying to get this achievement and use all your realm offerings, the entity will somehow know and you will automatically have a 99% chance of getting the Chapel over the Asylum. πŸ˜‚πŸ™ˆ On the rare occasion that you get the Asylum, your killer will be The Plague. πŸ˜‰

  • Agree with the consensus here. Killer is harder, on top of that you need to actively not use some killers' power too much (Bubba, Billy, Myers, Ghostface, Plague), get 10 hooks before all generators are completed. And if you have instadown perks you need to actively play around them and not Trigger them. Playing a fantastic Hag game with a god-spawn devour? Accidentally procced Starstruck on several occasions as Trickster? Well, sucks to be you, because that's not going to be a Merciless victory. πŸ˜‰

  • I realise it's rare but I got "Left For Dead" without even knowing it was an achievement. πŸ˜‚

    I found "Hemophobia" difficult and annoying - escape Crotus Penn Asylum without losing a single drop of blood. Even with the map offering you only have a 50% chance of getting this specific map and playing a whole game with out being hit sucks for the team as you are not spreading Hook stages. I ended up getting it against an AFK killer eventually.

    Other achievements are counter-intuitive, like picking survivors up out of traps or booking hexes and will probably take me forever to complete for that reason.

  • @Entitled_survivor said:

    Well guess what what,,,Endgame builds are supposed to shine after gens are done,,,let's see,,,,Noed you can play around and you can see the totem for free now as survivor,Blood warden works so rarely but when it does it's actually good,No way is out is the actually skilled noed in the sense that it encourages spreading hooks between survivors ,,,Also in endgame you have no business complainng about tunneling or camping like what on earth is the killer supposed to do when gens are done ? go check the completed gens ? Sheeesh

    Exactly the only good endgame perk is... Fire Up. πŸ˜‚ (Just kidding).

    I completely agree and the killer also sacrifices something by not bringing slowdown perks.

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