Dreamnomad
Dreamnomad
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@EntityDrudge said:
https://forum.deadbydaylight.com/en/discussion/comment/956974#Comment_956974
It's not a free kill. A deadly trap shouldn't become a party city hat just because you jump in a hatch. Or a gen didn't pop. Makes no sense. If you want a time waster pick something that is meant to waste time, not kill you.
Downing a survivor one time should not equal a kill. In the context of this game that is a free kill. Don't try to argue "realistic". This game isn't remotely realistic. Rubbing someone's back for 16 seconds doesn't heal a stab wound either. A lot is done in this game for the sake of game balance and fun. RBT's that automatically arm as soon as they are put on is neither.
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I think it is a pretty safe bet that the first couple of tomes will feature characters that are part of the base game. Which ones are next though? I don't know. I hope it is Dwight and Hillbilly though.
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@AsePlayer said:
https://forum.deadbydaylight.com/en/discussion/comment/957089#Comment_957089
I don't want queue times to be worse than they already are. Will have to pass on this one.
If you bothered reading the first couple lines of the post you would see that what I'm proposing wouldn't increase queue times at all. In fact it should generate more interest in the game and return players which would mean lower queue times.
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@Adriang14 said:
https://forum.deadbydaylight.com/en/discussion/comment/956966#Comment_956966
Yeah but having none of the boxes highlighted is a pig nerf too. Survivors will just go work on gens instead of searching boxes which is the exact opposite of the traps purpose.
If they just work on gens then the trap activates. You can only ignore the traps for so long before you die. It is not a pig nerf.
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I've been beating this drum for a while now but this game needs alternate modes to play.
@Dreamnomad said:
Every other weekend, there should be an alternate game mode made available. Once the game mode has been released, it should be permanently available in custom games. There are virtually an infinite number of options available (and I'd love to hear everyone's ideas) but here are a few I've come up with:
Specific Killer VS Specific Survivor using only their perks at rank 3. For example, The Shape vs Laurie, The Clown vs Kate, or The Pig vs Detective Tapp.
Super Speed: Both killer and survivor have 30% increased runspeed.
Darkest Night:The map is pitch black. Survivors all have flashlights that are permanently in the "on" position. The killer has night vision up to 15 feet.
2 killers vs 6 suvivors
Random 12: Both killer and survivors all have 12 random rank 3 perks.
Back to Basics: No perks, items, or add ons.
Casual Mode: All perks are reduced to rank 1. Items and add ons are restricted to common or uncommon. Offerings are restricted to ones that can increase bloodpoint gain.
Fog of War: Massively reduced information available to both killers and survivors. Killers do not have a terror radius. Survivors do not make scratch marks. All auras are disabled. Killer can't see unfinished generator auras or active hex totem auras or hooked survivors. Survivors can't see slugged or hooked survivors. All perks for both killer and survivor that enable auras have the aura reading components disabled.
Entity's Eyes: Strange wards appear throughout the map. Anyone (killer or survivor) that passes within 10 meters of a ward will have their aura revealed to everyone on the map. The wards periodically change location.
Treasure Hunt: No generators on the map. Lots of locked chests are around the map which the killer can see as auras. Survivors must pick the lock requiring skill checks before opening. Most of the chests give survivors a bloodpoint bonus for opening. One chest per map will have a 25,000 bloodpoint bonus. Exit gates are powered after 10 minute timer and chests can't be unlocked after that timer.
Shopping Spree: Survivors are restricted from bringing items into the match and there are no chests to loot. However, there are 2 zombie vendors that spawn in the match. As survivors and killers perform actions that earn bloodpoints, they also earn another form of currency. They can go to the zombie vendors to purchase items and add ons of their choice. Killers can purchase temporary bonus buffs such as 60 seconds 5% movement increase, 40 seconds survivors have exposed status, etc.
Totally Random: All Perks, Items, Add Ons, and Offerings are randomly chosen. Perks are chosen from all possible perks and are at rank 3 (regardless whether the player has unlocked the perk or what rank the player's perks are currently at). Items, Add Ons, and Offerings are chosen from all possible options minus event specific offerings. These Items, Add Ons, and Offerings do not consume the player's resources. They are provided by the entity.
Infection:8 players join a lobby. When the match starts, one is randomly selected to be a random killer with no perks or add ons. The remaining 7 are survivors with no perks or items. There are no hooks on the map, but the killer can Mori survivors in the dying state. Once a survivor is killed they will respawn as a random killer with no perks or add ons. Killers that successfully Mori a survivor earn 1,000 BP. The longer a survivor lives, the larger the bloodpoint bonus at the end.
First Survivor Killed earns 2500 BP
Second Survivor Killed earns 3000 BP
Third Survivor Killed earns 5000 BP
Fourth Survivor Killed earns 7000 BP
Fifth Survivor Killed earns 10,000 BP
Sixth Survivor Killed earns 15,000 BP
Last Survivor Killed earns 20,000 BP
Randomly Selected Killer earns 10,000 BP
Survivors can work on generators, but it takes completion of all 7 generators to power the exit gate. Any survivors that actually escape via the exit gate earn the standard 5,000 BP. Survivors aren't realistically going to escape, nor is it really the goal. The real goal is to be the last survivor alive.3 Life Survivors: Survivors have 3 "lives". When the killer catches and puts them on a hook the survivor loses 1 life and is put in a ghost world for 45 seconds after losing the first life and 30 seconds after losing the second life. While the survivor is in the ghost world they can not interact with any objects other than ones that can be vaulted. The world appears black and white and the survivor can not see or touch the other players. They can, however, move at 85% normal move speed to explore the map to find the locations of generators, chests, and totems (though ghost players can not tell the difference between active and inactive totems). The survivor will also earn some bloodpoints for distance traveled in the ghost world.
After the timer is up the survivor will appear on a random hook at least 32 meters away from the killers current location. The survivor on the hook will see the shroud indication from Insidious around them. This indicates that the killer can not see them on the hook. In fact, the hook that the survivor is on will appear broken to the killer. Other survivors can see the aura of the hooked survivor and unhook them normally at which point they are back in the game. While a survivor is hooked there is no progress meter and there is no struggle phase. Survivors can attempt to free themselves from the hook, but the baseline success chance is 0% for the first attempt and increases by 1% for each attempt after. Attempts for the survivor to free themselves will take 4 seconds. If all the survivors are either dead, in ghost world time out, or hooked then the killer wins. Survivors hooked in the basement are sent to the ghost world for an additional 30 seconds. Perk Slippery Meat is locked in this game mode (since it wouldn't really do anything).Many of these ideas would take a minimal amount of time to put together but would definitely be a breath of fresh air.
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For 90%+ of the player-base, I would agree. The game is very killer sided. In the 2 years or so I've been playing this has only increased. It's only when all 4 survivors really know what they are doing and play optimally that the balance shifts towards survivors. The vast majority of survivors don't play optimally though. For what it's worth, I include myself in that group. I think it's much easier to play killer than survivor.
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Screw cross play. Unless it was console to console. I'd be down for that. But PC players can rot. As far as what I want to see in 2020 is the same thing I've wanted since I first started playing... alternate game modes.
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@EntityDrudge said:
Or just have her traps actually work. At all times. Have it so getting ot off is the only way to survive once you have it on.
Nope. The traps aren't actually meant to be free kills. Nor should they be. The idea is just to have a way to force survivors off generators for a while.
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That is actually a really bad idea. I'm in favor of the boxes not highlighting until the trap is active. But what you suggesting actually gives away free information to survivors. If the highlighted trap never has the key in it then survivors have one less box to check. That is a pig nerf.
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Nope. As a rule I just don't do post game chat. The other players can just scream in their pillows if they are that frustrated. I don't want to hear it.
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I've played both console and PC. Yes, the frame rates aren't as good on console. But it isn't anywhere near as drastic as some of the PC elitist make it out to be. The biggest difference for me is actually the sound quality. I was amazed when I played on PC how easy it was to track injured survivors from their groans of pain. It is much more difficult to "echo-locate" survivors on console imho. For me it is an easy choice to play on the comfort of my sofa with big screen TV. The lower lobby wait times are an added bonus.
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He needs map mobility. They should give him an ability to transform into an electric ball to travel rapidly but make it so he can't see survivors or scratch marks in that form and give it like a 4.5 sec time to transform back into the Doctor so it can't be effectively used in a chase. Then maybe he would be competitive.
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I'd just be happy if they made it so you could see where the hell you are going to blink. I'm good with the blink charge timers.
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The timing is funny. I just started a thread about this too. Here was my take on it:
If you asked a newb to the game "what does luck do?", what do you think they would say? I'm pretty sure they would guess that it had something to do with what you got out of chests. Or possibly something to do with skill checks. Better yet, both of those things. It's way past time luck got reworked. It would be so easy too.
- Make it so luck increase the probability of getting a higher rarity item from a chest. Possibly include an add on with it.
- Make it so a lucky skill check has a slower moving needle with slightly larger success ranges (both great and normal).
Maybe make it so when you have a lucky event there is a small 4 leaf clover icon appears so the player knows it was associated with luck. Quick easy fix to long standing issue. Since luck events are so rare it would barely have an appreciable effect on the overall game balance. Higher rank survivors rarely miss skill checks and they usually bring their own nice items. So this is only likely to have any measurable difference in low rank survivors who could definitely use the help.
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It really depends on where the killer is and what the killer is doing. Healing under the hook is a major mistake if the killer can get back there before the healing is done. But yes, if you know the killer isn't nearby then running away to heal is a waste of 2 players time.
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@Exerlin said:
Luck doing more things would be really nice, but I think slowing the skillcheck needle would screw people up more than it would help them. A lucky skillcheck increasing the great success zones by 50% or something with a (luck% + 4) chance of happening would be fair.
I'm good with that too. It would make Ace's "Up The Ante" useful against Ruin too. It would be a soft-soft counter. But it would help.
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I should specify that this is in addition to the increased probability of getting out of a bear trap or self unhooking.
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@Zeidoktor said:
I'm still working it out but one meme-y build I've been thinking of is Dark Devotion w/ the Doctor. Hit the Obsession, switch to Treatment Mode, and let them spread the madness for you
I've only tried it a couple times, last time being before the Oni was released to add Nemesis to the mix.
Pretty creative. Welcome to the forums.
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@TooKoolFoU said:
a year or so ago the devs said:
1) ”IN DECEMBER MATCHMAKING WILL BE IMPROVED”. Still not the case.
2) “FPS on consoles and low end PCs will be improved to a CONSTANT 60 FPS by chapter 14”. Chapter 14 is here and there’s barely a difference, but at least it’s noticeable.
3) “Dedicated servers will release Late Summer 2019”. That didn’t happen. It got delayed to “Late Fall 2019”. Guess what December 21st was? It was the first day of winter. It’s winter and 9 days left in 2019. You guys still haven’t mentioned anything on the servers as of lately. So that’s great.
YOU KNOW WHAT WE GOT IN 2019:
1) Freddy doesn’t suck.
2) Nurse sucks.
3) More cosmetics?
4) The best m1 killer to never do anything, The Plague
5) The most unused killer in the game, The Demogorgon
6) IMO a kind of boring killer for what the hype led up too, The Oni
7) Japanese Nea (Yui)
8) BUGSSSSS
9) the rift. With more bugs.
10) rift challenges that are overly try hard and situational. They suck the ever living titty milk out of your brain until you can’t process anything else other than what face camping, noed using, basement killers pupils look like. Or worse, 4man SWF trying time deplete 9 (reduced 3) keys.
10) frames dropping on bloodlust is broken is a problem again for the 1000th time since 2017.
11) the mostly dead dbd platform... the switch
12) no real events since the Chinese New Years. The game can just stay stale asf forever now
I think 2019 really sucked for the most part in comparison to the 2018 year. It also didn’t really help the game much, honestly this year has only dedicated to improving the game, but such lack of improvements where they are most dire falls with consequences which personally felt like they hurt hard this year. The game did get a nice influx players due to the Netflix/StrangerThings agreement and Rift pass, but I feel as if the devs had slowed down the constant every 3+/- month release of a killer there would be more room to actually improve what has been promised. There are many variables that effect the game and it’s stability in all cases, so I don’t put all the burden on the devs. Praying for a good 2019.
EDIT: for those commenting on “Freddy doesn’t suck” and saying “no he’s great, that’s understatement and you’re being unreasonable”. I said he doesn’t suck. he sucked before. now he doesn’t. In what way does that statement sh*t on Freddy? If you wanted me to say he’s great, he’s not imo.
You have a pretty bad attitude my friend. Criticisms are all well and good. Some of the things you pointed out are legitimate concerns and criticisms. But you can make your point without being so negative.
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@snick said:
I was willing to buy the pass if I completed it. I'm at level 52 after 140 hours and the first 3 archives complete. I work full time and playing the game like a part time job for cosmetics I'll never use burned me out. So I just bought a new game (gta 5 on sale for the same price as the pass)
I learned this lesson a long time ago with MMO's. If a video game feels like a job then it's time to move on. If I didn't actually enjoy the game then I would quit too. There are times where I feel frustrated or angry with the game. That's when I take a break. One of these days that break may turn into forever.
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@fcc2014 said:
https://forum.deadbydaylight.com/en/discussion/comment/941666#Comment_941666
The grind is a bit much, the challenges increased toxic game play from both sides, the items don't even stay exclusive they will all be for sale at some point, the charms are out of place and mostly lazy reskins. The perception that you get 1,000 shards back is wrong since you already had to buy 1,000 shards to get the pass. BHVR got your money and is only refunding currency to spend more in game.
It's true that you can't trade auric cells for real world currency. But it's also true that your auric cells are refunded if you make it through the majority of the rift. As long as they don't change that in future rifts it is theoretically possible to purchase the premium pass on all future rifts with the same original 10 dollar investment. Personally, I felt the premium pass was worth 10 dollars even if it wasn't refunded. So the fact that I will get a minimum of 2 premium rift passes for 10 dollars is crazy good.
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@dont_ask_me_again said:
It’s bug fixes she needs and be able to pass large objects easier... that’s pretty much it. Like actually making hawkin’s Navigable without add-ons.
If you see where you are blinking to this pretty much resolves the issue does it not?
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"They should increase the timer to 3 minutes so it actually you know...HAS AN EFFECT lol"
I don't think they necessarily need to change the timers to have excessively long timers. I just think the timers should only go down when it makes sense. Like if the chainsaw ones that effect gen repair speed time out only when working on gens. I wouldn't even mind if they cut the timer in half if all of that time went toward impairing gen repair speed instead of wasted on a hook!
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@JC316 said:
STILL haven't gotten the trapper ones. How hard is to get 4 traps in a single match?!!?
That's a very easy challenge. Just kill two of the survivors and convince the remaining two to farm bloodpoints. They'll step in your traps a dozen times if you want them to.
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Flashlight blind the killer. Screw that challenge. I genuinely believe that if a survivor blinds a killer during the pick up animation it should free the survivor being picked up. It's utter nonsense having a .2 second window to actually get the blind off.
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@fcc2014 said:
Lots of people trying to get on BHVR's nice list in this thread.
Dude, I'm as critical of BVHR as anyone. Maybe more so. But I do try to be fair too. In this case they did a lot more right than they did wrong. I think people are overstating the grind necessary to make it through the rift. It take effort to be sure. But I work full time, go to school and I have a family but I was still able to make it through. It's very doable. There are still even 15 days to spare.
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@BDS22 said:
They shouldn't have added so many charms, I think they were honestly introduced just to make the grind longer. Did they ever say why the charms were introduced in the game anyways? Hopefully next rift all charms are only on the free rift and not premium, but I doubt they'll do that.
Let's all be honest here. The charms were just added as low cost filler material. They are just like the weapon charms in Call of Duty. Cheap gimmicky stuff as a psuedo prize. I'm not even mad about it. It makes sense. They still want cosmetics to have high value. So if there was less tiers then it would have to take much longer per tier. I like to feel like I'm making actual progress toward a goal. So I'm fine with some boobie prizes to make the treadmill feel like it is moving faster.
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@Pulsar said:
I'm only on Tier 57 and I've put nearly 400 hours in.
Total play time or just since the rift started? Because that doesn't seem possible. It takes 800 seconds (13 minutes) of in game time for each Rift Fragment. It takes 10 Rift Fragments per Rift Tier (133 minutes). 70 tiers x 133 minutes = 9310 minutes or 155 hours. This is assuming you don't do a single challenge.
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@gibblywibblywoo said:
I found charms kind of underwhelming but overall Im satisfied with it. Hopefully the challenges are less awful next time. I also feel underwhelmed by the story elements, especially trappers
The story elements aren't paid content. Everyone gets those. Personally, I'm not a huge fan of them either. Their okay I guess. I would just prefer the resources were used toward something else like alternate game modes.
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@humanbeing1704 said:
I personally used the 1000 cells from the pass to simply progress tiers lol
There are still 15 days left. If it was me, I would wait until the last day or two before even considering something like this. But I'm glad there are people like you out there. BVHR needs to get paid to keep putting out content. So on behalf of everyone else enjoying the game, thank you!
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If you were to buy all those cosmetics it would be closer to 70 dollars.
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@Adeloo said:
I finally did it ! on my 12th try , first time trying it with Wraith ! The survivors 3 genned themselves and at some point they gave up XD For the entire game the Claudette kept pointig at me to lead me on the other side so i was like "not taking the bait". But in the endchat she actually told me she needed the 4 stuns challenge and unlucky for her her teammtes dropped every pallet in one side XD
You proved yourself wrong. It isn't impossible. It isn't even 99% impossible. That would require 1 out of 100 games to succeed. Lol, even for you it was only 8% impossible =p
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Took me 6 games. I had several that I finished 3 gens. That 4th one really does make all the difference. I used Dark Sense, Better Together, Prove Thyself, and Bond. While it took a while to get the challenge done, I did learn this is a pretty viable build really. I would swap out the Dark Sense for Spine Chill if it wasn't required for the challenge though.
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These are my final numbers.
Total Killer Challenges: 8
# of Games to Complete All Killer Challenges: 9
Average # of games to Complete Each Killer Challenges: 1.125
Total Survivor Challenges: 7
# of Games to Complete All Survivor Challenges: 28
Average # of games to Complete Each Survivor Challenge: 4
Total Challenges: 15
# of Games to Complete All Challenges: 37
Average # to Complete Each Challenge: 2.5
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I don't really understand this post. The game has always had bugs. There isn't anything I define has terrible currently. The game is at the very least as playable as it always has been. Even if there wasn't a break it isn't likely any of the things you listed would be fixed in the next couple weeks anyway. Also the sac 4 in the basement isn't bugged nor is it impossible. The hardest part is just hoping you don't get DC's. Having seen a few threads discussing the topic it seems like most players get it done within 5 games.
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They do get penalized with less bloodpoints. If the survivors don't hook swarm then the killer won't pip either. From my experience there are two types that face camp. Either newbs that just want the kill and don't care about bloodpoints or someone that got their feelings hurt in a previous game and are taking out their frustration on the next group of survivors. Sure it's frustrating but it isn't against the rules and will happen from time to time. Best thing to do is just move on to the next game or take a break if you aren't having fun.
PS. Welcome to the forums. Just saw this was your first post.
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@Bunnie said:
https://forum.deadbydaylight.com/en/discussion/comment/938099#Comment_938099
I wouldn't fancy myself a gamer but anything i spend money on im interested in. Would I say im getting worked up over it? Naw. But just like you (who wouldn't manipulate the game to sit at a certain level if they didnt care) I care about the game. Its called having an opinion. Also if you were getting games like i am you're not getting any points. And yes i totally agree about bad players being a high rank and vice versa. However which you two seem to not understand if you consistently on the same gen miss skill checks then I think we can agree you might be new to the game or lack experience in it. Which is fine. I guarantee all of you here probably have more experience than I. The end goal is to escape. If you were constantly paired with low level inexperienced players who kept you from that goal and getting blood points as you stated you liked to do youd be a little irritated. We can chit chat all day theres a difference without match making. I could have fun all day playing. Now its like pulling teeth.
You are right that I wouldn't bother manipulating my rank if it didn't matter at all. I like sitting in the middle of the ranks because I get virtually any kind of match from red to brown survivors. I'm good with that. The good thing about being a killer in red ranks is you get matches virtually instantly. Mid ranks its around a min or two. But one thing red rank survivors have pretty much universally figured out is how to work a gen. To slow the game down I have to do things I don't particularly like such a tunnel someone dead. Since I'm mostly interested in bloodpoints and having fun I like to sit in the mid ranks. Do I get angry when I have a red rank SWF team though even if I'm in purple or green ranks? Nope. Do I play all 'tryhard' when going against a crew of solo yellow or brown? Nope.
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People tend to overvalue rank. It isn't hard to rank up with either killer or survivor. It also isn't hard to manipulate your rank either. I used to regularly get to rank 1 as a killer. These days I usually sit around 10-8 rank. Not because I'm not skilled and can't rank up. But because I actively manipulate my ranking so I can chill and focus on getting bloodpoints. There are plenty of high skill players in lower ranks and plenty of derps in higher ranks. It really isn't worth getting worked up over.
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Pretty cool ideas. I think it would be cool if a player that finishes a generator in a house saw blood running down the walls or the pictures changed or something too. Actually, maybe the reverse of that might be better. Like you might see the occasional ghost or something but when a generator is finished that area of the map is ghost free.
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Never going to happen. You might as well ask for killers to be equipped with automatic rifles. You'll get the same response.
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I don't think the window should be closed. I think a new door should be added to the wall to decrease the loop size. But it absolutely should be changed.
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Most killers are more viable than people give them credit for with no add ons. There are only a few killers I would say are absolutely dependent on add ons. The Doctor is the poster boy for this. With out any add ons he's almost unplayable. Base shock range is like 5 meters. Even if you do shock it doesn't really do much without add ons.
But regardless, your fundamental argument is flawed. Killers are not survivors. There is no comparison here. By your argument killers shouldn't have powers because survivors don't. Which is just nonsensical. Also, it isn't like killer add ons are some super rare thing that are inaccessible. You earn bloodpoints so you can spend them. Outside of a players first couple of games this is a non-issue.
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If you want Kindred then use Kindred. Either it's worth a perk slot to you or it isn't. Don't expect everything for free.
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If anything, I would agree that the killer side is too easy. They could have made a few that required more games. The survivor ones have all taken me at least 3 games each to complete. No change needed there except maybe the dark senses challenge.
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@dont_ask_me_again said:
https://forum.deadbydaylight.com/en/discussion/comment/937270#Comment_937270
But BT doesn’t prevent tunnelling/camping. It’s plainly a crutch. It should be counterable... it just counters slugging hook-rushers which are unhealthy for the game.
I don't even understand your argument. It isn't a crutch and it is counterable. If the killer isn't close to the hook it literally does nothing. That is how you counter it. Find someone else to chase. The only time it has any effect is if the killer is hanging out near the hooked survivor in which case the killer deserves to be punished. If a survivor does a truly unsafe hook rescue before the killer even has a chance to leave the area then the killer is still at an advantage. The killer has 2 viable targets to chase and didn't have to waste time running around looking for a target.
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No thanks. I'm good with where Borrowed Time is at now. Doesn't need a nerf or buff. But if you twisted my arm and said change BT in some capacity I would do the following.
Borrowed Time: After unhooking a Survivor while the Killer is within 24 meters, for 15 seconds, any damage taken that would put the unhooked Survivor into the Dying State will instead apply the Deep Wound Status Effect. The Survivor has 10/15/20 seconds to mend themselves.
This is both a buff and a nerf. Killers can't just stealth camp to avoid BT but 24 meters is more generous to non-camping killers than 32 meters. This promotes a healthier game overall.
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First of all, I wouldn't consider myself a "top tier survivor" by any stretch. None the less, some of my favorite perks to run are the following:
Small Game- I hate hex totems and like bloodpoints. Bonus points for helping against certain common killers cough Trapper cough
Inner Strength- Since I regularly run Small Game, this is a pretty natural fit. I think of it as pre-loading a heal. It's not uncommon for me to get around 3 heals in a match with it.
We're Gonna Live Forever- I pretty much hate this perk honestly. It's basically the equivalent of not running a perk. But this game is sooooo grindy that I often take the handicap just for some extra bloodpoints.
Borrowed Time- For those riskier saves. Especially when running WGLF.
Kindred- I often play solo queue. This perk is like the patron saint of solo queue.
Spine Chill- I run this a lot when doing the challenges since I'm trying to focus on a particular goal and don't feel like being chased all the time.
Some combination of those perks are what you'll find me running most often unless I'm attempting a challenge.
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OP, I think you are a little too sensitive. Relax a little. It's a game. It's meant to be fun. If someone pokes a little fun at you for missing a skill check and it bothers you enough to rant on a forum about it, maybe it is time for a break.
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@Seltas0208 said:
I'm just doing tome 3 rn. Tome 4 actually looks so much better.
But it took me 3 games to do the breaking actions 30 times one and 2 games to do the basement hook 5 times.
Wish me luck for 15 iridecents
Honestly, the tier 3 challenges were far worse than the tier 4 challenges. It's not even close either. The 15 iridescent wouldn't be too bad if it wasn't bugged. It was only accepting credit for 1 emblem even if I got 3. Hopefully they got that fixed.
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Can killers stop ruining survivor challenges? This is out of hand! I just want to finish 4 gens and they keep trying to kill me. Ridiculous!