CakeDuty
CakeDuty
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- CakeDuty
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As a Pig main, I think she's fine. The only thing that needs to be changed about her are her addons, cause a lot of them are useless. Also it'd be nice if survivors couldn't get trap off at the first box.
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Not sure if legit, but someone has leaked that David, Jane, Doctor and Spirit are the next ones. Seems like a smart idea to focus on more than 2 characters imo, though it seems odd they're already doing DLC characters, when they've got so many free characters left.
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Only things I'd do is make so the trap can't get off on first try and rework a lot of her addons, since most of them aren't worth using.
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I ended up playing so much because I wanted to finish the pass that I haven't played DbD since I finished it. I'm so burned out on the game. The 70 hour estimate is far from possible. I hope they'll increase the exp or do something to make it require less time, cause I was so burned out on the game by lvl 55, but I was determined to finish it and it was all I thought about, when not playing the game. I have the rift completed alongside all challenges.
The challenges were okay for me, I'm fine with some of them have been horrible or straight up annoying. It was the devs first time creating challenges and I believe that they've learned what the community likes and where to place challenges (like no longer putting grind challenges as the first one for survivor). Hopefully they'll never repeat the original EGC challenge and the current 4k in basement challenge.
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@Brucecastro81 said:
https://forum.deadbydaylight.com/en/discussion/comment/955694#Comment_955694
I know but there's still killers and mounstrous shrine left and Legion didn't got a lot changed
They've stated they'll be changing one killer at a time. Would be too drastic and too much work to change and balance too many killers at the same time. Also note they said they'd CHANGE killers, not rework them.
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@Brucecastro81 said:
They said they would like to change Bubba, billy, myers, pig, legion, even mounstrous shrine, doctor and nurse but there is still no news about those changes
Well bub, I've got a surprise for you. Legion and Nurse have been changed and Doctor is next (:
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I say gg whether I win or lose as killer. If I play survivor I don't stay around to say gg if I die first or second. But if I escape or survive doesn't matter. I'll say gg if the killer didn't intentionally act like an idiot.
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@Waffleyumboy said:
https://forum.deadbydaylight.com/en/discussion/comment/942249#Comment_942249
Fix maps you mean?
Pretty much. They should use Coal Tower as an example for a good map. Small size, decent amount of pallets and jungle gyms.
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The problem with creating an alternative to Ruin is that most killers are just gonna use both perks together. You see how people are slapping Ruin and Pop together, two extremely good slowdown perks.
Then builds like Forever Freddy and Forever Plague were created, which is basically two good slowdown perks and two minor slowdown perks stacked together. So imagine if they created another slowdown perk on par with Ruin. Killers would put those two on together and it'd be hell to play as survivor.
Instead the devs should focus on a way to give all killers better mobility to be able to put better pressure on survivors
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Ace because his perks are lackluster and Spirit cause she's so frustrating and not fun to go against, even with the recent nerfs
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I don't think Gas Heaven is nearly as bad as many other maps. Back when it was Pallet Heaven, yeah it was horrible, but now since the pallet nerf, I find it pretty balanced.
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The stun killers 4 times one. Sounds easy, but once killers see you're trying to drop pallets on them, then they start respecting. Took me 3 hours to get it.
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When I play killer and I feel like I need a slowdown perk I limit myself to only use one. If I used Ruin + Pop I'd feel awful. If I use one of those perks and go against a bunch of potatoes, then I feel bad too. Never used Iri Heads cause I'd feel awful. Basically anything I hate going against as survivor I feel bad about using as killer.
For survivor I felt bad for killers if someone used an instaheal. Now there's not really anything I feel bad about using anymore.
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I got it on Asylum as LF on my first try. Used Agitation and Iron Grasp. No camping or tunneling needed. Just played normally and when people were Deathhook I brought them to the basement.
Also used a party streamer to guarantee nobody would DC. That's like 200IQ on my part
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You forgot the second buff! Honestly Legion is amazing! https://clips.twitch.tv/BlightedAbnegateSproutJonCarnage
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The only time 99% a gate has screwed me was a couple days ago when it was me and a Claudette left, I 99% the gate and went for the save. He chased us to the gate and it turned out he had trapped the gate. That got us both killed. (:
Otherwise, I think it's a great strategy in case the killer has Bloodwarden, NOED or if someone is already downed. DbD is all about time management and putting a timer on yourself like that is a huge risk, even if 2/3 minutes is a lot of time, there are still killers that can put a lot of pressure on during End Game. It's also easily countered by the killer since they can open the gate themselves.
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I personally love
Cahlaflour: Positive and sweet person. Doesn't take the game too seriously and is part of the anti-Ruin gang.
Scorpionz: Another anti-Ruin person. Plays constantly at Rank 1 without Ruin and does pretty amazing. Shows that all killers can do well. He plays mostly Pig and I'm a Pig main myself, so I enjoy watching him.
ZubatLeL: A cool guy with amazing emotes. He's very chill and I watch him if I wanna just relax. His compilations are also funny.
ScottJund: I don't watch his streams that often because of timezones, but I enjoy his youtube content and I'm happy that he can say his opinions and makes the community listen and discuss them.
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@Polychrome_Baku said:
https://forum.deadbydaylight.com/en/discussion/comment/940175#Comment_940175
The original hallowed blight event proved that a secondary objective won't work. Survivor mains claim they want more objectives but they really just want Ruin nerfed. At this point, I honestly don't care. I don't use it anymore. But I'm tired of people acting like a secondary objective would instantly fix this game. Because it won't.
There were two issues with the Hallowed Blight event.
- A lot of survivors got their vial filled and killed themselves on hook, cause they wanted it done asap
- It was a great help for M1 killers, but then there were Hillbilly and Nurse, who already were strong without secondary objectives, it buffed them to be incredibly strong. With the plants and Ruin they were almost impossible to beat.
I'm all for a secondary objective, but it'll be hard to balance, cause while it'd be nice buffs to M1 killers, it'd also be a buff to the already strong killers.
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I miss the day Legion got released (cursed thing to say) they made the skillchecks so smooth. Now even on my gaming PC the skillchecks are framey as heck, makes great skillchecks hard to hit. But in general my game framerate performance has just gone worse
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People do DbD RPs??? In my 2 years of playing I've never that before
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@immortalls96 said:
The difference is fixated can be much stronger than urban..best to leave it
Though if Fixated worked while hurt, then you'd leave bloodtrails killers could easily follow, so I don't really see the problem. Even if they buffed it to work while Injured I doubt more people would use it, it's just a nice QoL change for the people that already like.
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I was the one who asked the question and got very disappointed with the answer. It just makes no sense to me. They want to bridge the gap between solos and SWF. Kindred can do exactly that. I don't even care if they nerf it so it's only like 6m around the hook you can see the killers aura. But basically a SWF can say "Hey, the killer is patrolling me, keep doing gens" while solos have to guess.
I don't think it'd be too strong, only help solos out. Besides I'm more interested in being able to see my teammates rather than killer camping. SWF can say "I'm going for the save, you just keep doing gens", only way solos can know this if they run Kindred, and I really don't agree with perks being something solo survs have to run to get on par with SWF.
It makes me sad to see, that they have the possibility to bridge the gap, a lot, by making this one perk basekit, but refuse to. Solos literally gain no more than what SWF already have.
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For me it's
- Solo Survivor: 99% of the teammates I get suck
- Killer: Can be frustrating at times, but I'm not really in it for the 4k, so it's still pretty chill. Double bp every game is also pretty nice
- SWF: No comms, but I know we're all pretty decent at the game, so it's the least frustrating of the three
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/917154#Comment_917154
Maybe there is a reason it sounds crazy. :P
Without being able to see the boxes, how exactly are you to make sure the Survivor does not get their trap off too soon and render its stalling useless? You are leaving its stall potential almost 100% in the hands of RNG.
And that's why I came up with the point that 1st box never should have the key. Again, my playstyle doesn't involve me checking boxes. If someone has a trap on their head I actively avoid them, unless they run into me while I'm not in a chase or I find them doing a box while going from gen to gen, otherwise I'm off checking generators.
@PigMainClaudette said:
https://forum.deadbydaylight.com/en/discussion/comment/917046#Comment_917046
I'm sorry, but ######### is with your 5th point? GOOD Pig players actively avoid people going to the boxes. Unless you're one of 2 people left. The only time that I go after people in boxes, is if I've just randomly stumbled across them. If you're going to recommend such a huge and unnecessary nerf, then you need to balance it by adding some sort of absurd buff.
And boxes not killing? Have you seen a SAW movie? I'm surprised that Survivors don't have to do something like sacrifice an arm to get the helmet off. It's actually hard enough to get an RBT kill, and the only times I have are against Survivors who don't know how the Pig's power works.
Not trying to be a hate-reply, but seriously, half of your changes here do seem like nerfs. Some add-ons, such as the Skill Check add-ons need changing, considering that they only really affect lower ranked Survivors, but Mangled and Exhausted RTBs is actually really effective.
I never stated that boxes shouldn't kill. I said that I believe that the RBT is meant to slow the game down, not be a guaranteed kill. That's why I feel bad if a survivor is unlucky enough to die to the trap. And most of these nerfs (not being able to see boxes/exhaustion/mangled) is to encourage a playstyle that doesn't revolve around tunnelling the trapped survivor. Like, why would you need the Exhaustion addon if you don't plan on finding that survivor again? Cause if they happen to run SB they'd be able to run to a box 3sec faster?
Also I've stated that the boxes confuse NEW players, making them think they have to patrol those.
I'm a Pig main and I love her, I play her 80% of the time when I play killer, but I've also played plenty of survivor matches where they'd focus on tunnelling the trapped survivor.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/917046#Comment_917046
"I'd remove Pigs ability to see jigsaw boxes, as this ability only encourages Pig players to check the boxes and tunnel the trapped survivors. I know a lot of people are gonna disagree with me, but a lot of Pig players tend to tunnel the trapped survivor cause it's a guaranteed kill if you don't give them time to do boxes. Rather it'd encourages them to check generators and find other survivors they can trap."
You want to take arguably the single worst add-on in the game, one of the only ones in the entire game that nerfs a Killer (barring the ones that deliberately nerfs a Killer in exchange for extra blood points), take away all the upsides it has...and then make it base kit?
I know it sounds crazy, but as a Pig main myself I rarely ever check Jigsaw boxes, cause I focus on putting pressure on the survivors without a helmet. I stand by what I said, I believe that Pig being able to see the Jigsaw boxes confuses new players and makes them check those instead of gens, indirectly encouraging tunnelling. They waste time going from box to box to see if a survivor is trying to get their trap off, especially now that boxes spawn so far from each other.
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As a Pig main I'd love to see some changes to her. I think she's in a good spot right now, her traps are just too RNG based, but they can really slow down the game, and her dash can be used at most pallet loops. However, there are some things I'd like to see changed.
- Her addons need an overhaul, most of them are too RNG based and doesn't affect her power at all (more skillchecks and bigger penalty for missing them), others just encourage her to tunnel hooked survivors (exhaustion and mangled). Also why use an addon to spawn one extra box, when they can get the trap off on the first box anyway? I'd like to see more addons related to her dash or some impactful box addon (like the slower search or 1 extra trap ones).
- Her crouch speed should be a bit faster, right now crouch walking to gens is just too slow and costs too much time. A 95-97% would be nice. Unlike GF, Pig can't just exit being crouched/attack without a slowdown, so she doesn't deserve the huge speed reduction that he does.
- Make her camera slightly taller when crouched, it's just too low and makes it hard to see.
- Would be nice if first box searched was always guaranteed to not have a key, it sucks when you give someone a helmet and they get it off first try. I don't believe that traps should kill, but they should be used as a way to slow down the game, right now it's just too RNG based. I actually feel really bad when people die to the helmet.
- I'd remove Pigs ability to see jigsaw boxes, as this ability only encourages Pig players to check the boxes and tunnel the trapped survivors. I know a lot of people are gonna disagree with me, but a lot of Pig players tend to tunnel the trapped survivor cause it's a guaranteed kill if you don't give them time to do boxes. Rather it'd encourages them to check generators and find other survivors they can trap.
- Here's another controversial one, I'd slow down EGC when a survivor has a trap on their head. It'd encourage their teammates (altruistic ones, at least) to stay in the trial, to help them get the helmet off.
- Crazy idea: Trap activates normally when a gen pops, but also activates after a survivor searches their first box. When they search a box before the helmet is activated they are guaranteed to not find a key, but they activate their trap prematurely. That way they automatically put a bit of pressure on themselves, but also remove some by only having 3 boxes remaining. This is a win for Pig by having survivors have to search through at least 2 boxes and a win for survivors cause they have less of a risk to dying to the traps.
People say they want Rules Set 4 to be basekit, I wanted that too at some point too once. Though I realised, survivors being able to see the boxes makes them stop doing generators to get the helmet off as fast as possible, if you removed their ability to see Jigsaw boxes, it'd only encourage them to stay on gens until a gen pops.
I never did endgame Piggy myself, and hated going against it as survivor, so I really didn't mind those nerfs to her.
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Not really. I'd rather have addons or bp offerings than these map offerings. Why spend 4k bp on an offering that MIGHT send you to a specific map? Multiple times I used an offering, didn't get the map and was like "What a waste of my bloodpoints"
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Ace would like to have a word with you.
Open Handed: Useless on it's own, you need to bring another perk with it
Up the Ante: Luck doesn't affect chests, you can use Deliverence to 100% get off the hook instead
Ace in the Hole: Eh, decent if you wanna plunder, not really helpful though
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Wish they would've made slowdown non stackable imo. I hated Forever Freddy and never used him, but the addons weren't the problem. It was that the addons could be stacked with each other and then thana/dying light + other slowdown perks. Now the addons aren't strong on their own and now you have to rely on stacking them.
But you're right, Freddy is already a really strong killer, he doesn't really need the slowdown imo either. Would just have been a nice general change, make the addons useful on their own, then make them not able to stack with other addons/perks.
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For people that haven't seen the crane, this is an old screenshot of mine
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It's been gone for a looong time. Even made a bug report about it once, in case it was a bug, but it's been like 3 months since I wrote that and it have yet to return.
I hope that it'll return someday, cause I loved running up and down the slopes, it felt kinda satisfying
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@Miss_Britannia said:
https://forum.deadbydaylight.com/en/discussion/comment/905297#Comment_905297
Yes but David is free too and is popular, why isn’t he got as many?
David is far from being as popular and played as Meg and Claudette. For every David I see, I see like 10 of Meg and Claud
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One of the devs (Mcote, I think) said on Reddit that Meg and Claudette are the two most played survivors, so they get more cosmetics cause they've got a bigger amount of people who will buy their cosmetics. They're also free and part of the original 4 and their perks are more beginner friendly, so it's no surprise most people main them.
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Both, I play killer more lately.
I think BT is fine as it is right now. If a killer camps/tunnels then he's gonna do it again. That's why I like unlimited uses. Back then it could be wasted by a killer just happening to go within radius of 32m. If people have problems with current BT and are insisting on camping then hit the unhooker as they're going for the save and then down them after they've saved. Easy counter :)
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I don't encounter many moris, but I do think they need to be changed. They're not rare to get, just from lvl 1 to 50 on Oni I got 9 Ebonys and 5 Ivory . They're poorly balanced cause Ebonys can cut killers objective down by like 80%, has very little counterplay (just don't get hooked 4Head) and encourages tunnelling.
I never use them unless I've got a mori daily, even then I only mori after second hook, so I've just been hoarding them, probably got over 300 across all killers.
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Being made to play in a different playstyle is kinda fun in imo. They just gotta be more aware of what challenges they're making and where they put them in the Archive. Starting out with a "Safely Unhook 25 survivors" is gonna make the game very miserable and unfun for the first couple of days cause everyone is gonna try to get it, so everyone is gonna farm and fight other teammates for those unhooks. If they had put it later in the web that challenge would've caused way less farming, cause then not everyone would be doing it at the same time. Also all these basement and "Kill the obsession" is just gonna encourage basement camping and tunnelling the obsession. Two things that might be fine for the killer to do, but not fun for the survivors.
They just gotta think the challenges more through and they'll be fine. Maybe give survivors 2/3 different challenges to start out with, so not everyone will be doing the same one when it releases.(And never make a challenge like the old Endgame challenge)
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Hey devs!
Thanks for the amazing new chapter. The Oni is really fun to play as and Yui is a cutie.
My question is: You said you'd try to buff solo survivors to SWF level. With the new Kindred buff you definitely have taken a big step towards that but, why not just make it basekit? Back when you said you'd buff solos we all thought you'd be putting more stuff in our basekit, not make us spend a perk slot to get on par with SWF groups. How come you chose to do that instead of putting Kindred in our basekit?
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@not_Queen said:
@CakeDuty we just updated the backend code. A game reset should do the trick to allow you to claim the challenge. Should be fixed for everyone too.
Thanks not_Queen. <3
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Thank you Bhvr for making it so solo survivors have to use a perkslot to get on par with SWF instead of making it basekit. Can't wait for the next perk that'll let me know when someone is getting chased. :)
Don't get me wrong, I love the new Kindred. I just hate how "Buff solo survivors to be on par with SWF" is through making solo survivors having to run certain perks. Kindred would have been perfect basekit, it wouldn't give any info that SWF can't give for free, but instead I have to give up 1 of my 4 perk slots to get on par with them.
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I don't believe in the term "Genrushing" cause it's just survivors doing their objective. There's nothing else do if killers don't put on enough pressure.
Though, what I believe is the issue, is when 4 survivors spawn far away from each other. That means 4 survivors spawning seperately, 90% of the time next to a generator. That means 4 different generators are being worked on until the killer finds one of the survivors, then it's 3 survivors on 3 generators.
Would be nice if survivors always spawned all together or 2 and 2. That'd encourage both groups to go work together on the first generator they see, which means only 2 gens would be worked on. If a killer then get to one of the gens and scare them away, that'd mean only 1 gen would be worked on.
At least, that's my take on something that could help slow down gens.
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They decided not to hand them out anyways
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That's so dumb, time to nerf Pig
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Can they at least release the update that fixes the Iridescent Emblem challenge.. that's the only thing I care about
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Actually just managed to do it after 8 hours of trying. Only got is cause I had friends go down on purpose and we went against a really bad Myers, who was kind enough not to camp. Feeling frustrated that all that effort was for nothing now that it's getting changed.. at the same time happy that it'll be made easier for others.
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All I want is for them to remove these situnational endgame challenges, both the survivor and killer version. Been trying for almost 10 hours to get the 2 unhooks during endgame collapse and still no luck. I'm pissed off and feel discouraged from trying. At least the killer version seems a bit more possible, but that just means I have to purposefully play bad to get it.
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The wiggle mechanic is not supposed to let your wiggle out of the killers grasp often. It should happen rarely, only if the killer messes up or if your team actively tries to help you off of the killers grasp.
The wiggle mechanic is basically meant as a way for the killer not to be able to take you across the map and into the basement everytime you go down. It's not supposed to be easy to escape, otherwise playing killer would be horrible.
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@MrsPiggyIsSoSneaky said:
https://forum.deadbydaylight.com/en/discussion/comment/872883#Comment_872883
Challenges are never supposed to be RNG base but I guess that's not how behavior looks at them
Exactly. Challenges should test my skills at the game or at least something you can do through multiple trials (Like the unhook one). This one is just testing my luck. There are so many things that need to align for it to be possible. It's not skill based at all and it isn't grindy either, it's just RNG and it frustrates me. I almost got it but then some rando unhooked before I did and I just lost it. That was like 4 hours in and the closest I got. Then played another hour and then just quit playing.. I'm sure this is not the effect the dev intended for the challenges to have.
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Been trying for 5 hours now.. still haven't got it. It's just so luck based. First of all you have to make sure you get to the end game, then you have your teammates make it to the endgame too, then for them not to be death hook, then to not have them leave, if someone goes down you have to save them before the two other do and hope the killer isn't camping, once you get one save you gotta hope for someone else to go down and be able to save them.
I attempted this challenge as solo first, then 4 man SWF and that didn't make it any easier.. 5 hours of attempting and I just gave up for today.. really hope they've removed the 3 unhook from next Tome
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I don't mind the killer ones. You're naturally gonna break a lot of pallets and gens during a normal game, so it's no trouble. You'll still get there within 4-5 games. So of course it's gonna have a high requirement like 40.
Though for survivor it's way worse. You have to compete with your teammates to get those saves, on release day like this, all survivors are gonna start farming each other with BT and do yolo saves, cause they know they have to save the hooked survivor before the two other with the same challenge do. This is basically making the game even more frustrating than it already is. They should've stuck with it being gens or lowered the requirement to 15 saves. It's gonna be one hell of a grind to get.
EDIT: But I'd rather want these grindy challenges than those situnational RNG challenges like saving/sacrificing during endgame.
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All survivors P3 lvl 50, Jake, Bill and David King are the only ones that doesn't have all perks, but I'm working on them. For killer all of them have all perks, except Clown, but I've only prestiged 3 of them, Spirit, Pig and Demo. Decided I didn't care about killer prestige since I don't get to see it anyways, though I wanted to prestige Demo cause I liked how it looked.
