KingFieldShipper
KingFieldShipper
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What was the nerf? I don't remember it ever getting nerfed, unless you count the name change?
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@Dbdfan398 said:
Least favorites;
Left for dead - the game has changed so much since then that this achievement is damn near impossible unless under the perfect circumstances.
Operation breakout was a pain.
I did the rank 1 survivor and killer challenges when you could depip more than 1 rank, so that was real tough.
Least favorite challenge was the DH one where you need to avoid a hit using DH. So you need to use DH, and the killer needs to completely miss you. This was fine with old DH as it used to give distance.
Biggest surprises were evil incarnate and the 3 grab nurse blink. Got both them on my first try.
The bugged one was quick thinking. Was bugged since last july, every patch id check to see hoping !
Ahh gotcha! I had no idea quick thinking had been bugged.
I honestly got left for dead and a couple of others that people seem to have/or had trouble with when I was never going for achievements. I also got 3 blink grab and evil incarnate first try - I had put them off for a really long time too and I did it and was like I ain't gonna argue about it! Haha. Operation breakout was miserable. I played selfish in solo q for the first 14 naturally when I got it in normal rotations until I finally just snapped and duo'd with a friend with map offerings and did full on wake up/sole survivor/spine chill lol
My least favorite survivor one was I think the complete four gens with dark sense, that took so many tries. Likewise with some of the trapper ones (two in the same trap), or the plague one with hitting 2 at the same time with corrupt purge. That sucked
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Awesome! I'm getting close to getting them done. I saved the general killer ones I get from just playing normally - break pallets, kick gens, sacrifice survivors for last, etc
What was your least favorite one to do?
What was the bugged one?
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Lots of blinding tome challenges throughout every time, maybe? But this is also one reason why I think flashlights are the weakest item in the game, I love these gamers
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Yeah, all of these are reasons I honestly stopped going for iri 1 on survivor the last couple of seasons. If it happens it happens, but both solo or playing with my swf (who are honestly kinda bad and I can't both carry them and pip up because of how emblems work), it's just miserable climbing the iri ladder. It really doesn't help I'm kinda burnt out on survivor and hasn't really been fun to play for me for a while. It's so much easier to pip up with killer, it's quite nuts.
But yeah big +1 on the depips. It's kinda heartbreaking being like, iri 2 and 1 pip away from iri 1, then having 4 bad matches in a row where you depip.
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Oh wow cool a killer good survivor bad post!! Those dirty dirty swfs, how dare they play with friends.
In all seriousness though.. Yeah.. that sounds like it would make solo survivor even more miserable/boring and killer even more stressful than it already it is, and for reference, the stress is why I enjoy laying killer in the first place, and I think I'd just quit the game if that ever happened.
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To be honest I'm splitting blood points kinda evenly between every killer - while I main huntress and Billy (but me and Billy are on a break), I want consistent addon/offering availability with every killer I play so I don't really run out.
that being said I'm pouring excess bp into vitorrio right now and am somewhere in the 20s with him, even though I play significantly less survivor than killer. I figured after I get him 100, I'd probably just end up doing huntress.
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@StarLost said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328702#Comment_3328702
If they're that new, then they've got a lot to learn first.
Also - I'm calling bull. Because you'd get used to it after like 3 games.
You are vastly overestimating a beginners ability to hit a difficult skill check. They can't even hit normal skill checks. Hell even I sometimes have difficulty with overcharge skill checks every so often and I have thousands of hours and have done countless skill checks (even.. having dreams about them at times)
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@drsoontm said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3328450#Comment_3328450
Moving to another gen.
Doing a totem.
Helping a friend.
...
You can't do any survivor interactions with others (other than unhooking) or totems when incapacitated, btw
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@JoeChill261 said:
Tactical Advantage on the new tome, forces you to hit the survivor currently in chase by a guard, which causes the guard to despawn.
It is literally how not to play the Knight.
funny thing is this is literally how you get the knights achievements so..
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@Trollinmon said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3327076#Comment_3327076
The purple add-on lets you use the second blink for full range with zero charge. There is a difference in using the add-on vs not. You want to only use one blink to travel the map and should only be using 2 blinks when you want to get line of sight of the survivor(usually on indoor maps). The add-on lets you travel 40m in 5 seconds (2s charge 1.5s travel for each max blink). I've heard players did a bunch of math on it and came to the conclusion was that she was basically a 105% killer for map traversal.
A fun fact that players don't realize is that a 110 killer is basically the same as a 115 killer for map traversal. The reason players "feel" like the 110 killer is much slower is because the time it takes for the killers to close the gap on survivors. A 115 killer closes the gap 50% faster than a 110(.4m/s vs .6m/s). Scott did a video showcasing this https://www.youtube.com/watch?v=8R0gTNDSI0s
The breakable wall example shows at least what OP was saying. IF the trapper didn't have to break the wall they are comparable.
Using campbell's shouldn't shave off that much time but I haven't revisited to try it again. But keep in mind, I am actually agreeing with op that map control wasn't her strong suit and I agree with scott's video there as well, and have for a while before that video came out too. I think it's a psychological thing, because 110% just feels slow. Like, walking around with hag just feels slower than it actually is.
@woundcowboy said:
Two seconds is negligible. I also did my test with 0 addons since they are worthless now.
I never said it wasn't negligible. I am agreeing with you in general, this wasn't supposed to be a gotcha, but I do disagree she has no good addons anymore.
Like many others, other than old range, no one typically ever thought map control (and I don't really count salty end game chats because the sole purpose is to literally just tilt you - this is side agnostic btw), at least, on bigger maps was ever the issue... Which also, was the last half of my post, but also mentioning a more realistic scenario than going down a hallway with nurse in a straight path just using blinks. At least, I don't find myself ever doing that when I play nurse unless in a chase.
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Ok so I really do hate to bump this thread but I did this test myself out of sheer curiosity and.. it does not match op's findings
method:
Test #1 - Start in the same position (against the wall near the bathrooms) and timer starts when I start moving and timing ends immediately when reaching the locker
Test #2 - start on the same position (opposite side of the hall from the library) and timer starts when I start moving and timings ends when I reach the opposite from the hall
In test #1, I used campbells last breath. I think it would shave off maybe a second at most (I should have tried again comparing campell's vs no campells in both scenarios) and it ensured a full charge second blink. I forgot to equip it for the second test, but still.
https://www.youtube.com/watch?v=WzBz74BPL_MNurse saved about 2 seconds in both tests
So, I didn't find it to be the "same exact amount of time". But that's not really the strength of nurse's power anyways as others have said. Also, walking in a straight line like that is somewhat unrealistic for nurse, or at least it's unrealstic when I play her - I could have blinked upstairs or downstairs or in the courtyard and traverse the map more quickly than trapper to cut travel time short too. And say I'm in a classroom and I hear the gen above me I can get there miles quicker than trapper ever could...
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The only bug you mentioned was the wiggle points, the game needing to be reinstalled sounds like your launcher/platform had an oopsie, and it's weird to think the devs would even be responsible for that ¯\_(ツ)_/¯
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I love huntress, I'd consider her my main now - but I think slinger is actually actively more fun. I don't think he's as clunky as everyone says, even after the ads nerf (which I am actually in support of anyways). I think he has less of a high skill cap than huntress but you still need to read people just as you do with hatchets BUT you can spear them through the tiniest holes in loops and buildings to build on top of the aspect of reading people.
I also think he is easier to learn and easier to aim with too - hitting a hatchet over a loop to hit the tip top of someones head is a lot harder than with the spear. I have been playing him a LOT lot more lately and been having a blast.
I still have to mute the lobby screen though because I physically can't listen to the spitting noise he makes because of reasons I don't want to dive into on a forum post.
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Ok so I watch mostly chill streams, so I'm commenting those re: insufferable ones to listen to
yerv - mostly meme stuff, chill vibe. does both killer and survivor
skermz - chill, but really good looper. has a lot of inside jokes with his chat I feel
cope - the chillest stream you'd ever watch. also plays both
johnwolfe as well but less chill but still fun to watch. also plays killer when he feels like it
I don't know if they are 100% the best or informative. I feel like stuff like that is really hard to come by, yaknow. Personally I watched a lot of puppers and learned from him, but as you might or might not know, he can't really play the game anymore unfortunately. I started watching ohtofu when he mostly played survivor on his streams and learned a great deal about pathing and just various things from him too, but he almost only plays killer as well (and imo I learned a lot of stuff from him too on that front as well)
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@Bwsted said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3322694#Comment_3322694
I think RBMM issue was kinda the same we have now i.e. it matched players from too wide of a range.
But, at least over here, if you played when survivor population online wasn't too high, at rank 1 I'd go against rank 1-3 teams who were night and day different than what I'd get later in the day, when facing mostly purple and rank 4s who were basically purples bouncing up and down. The real red rank teams would give me a run for my money any day of the week and twice on Sundays. The other teams... well, I had to resolve to use only corrupt as slowdown to give'em a small chance at least.
The thing is, you wouldn't break it into top ranks if you couldn't pull your weight in chase. A couple of weeks after reset and I could literally tell if a survivor was a red or purple rank just by chasing them.
So, emblems and skill, while not having a perfect correlation, they definitely led to much fairer trials for me. At least, when there were enough people my rank online.
TBH I don't agree. Killer has always been incredibly easy to pip up on, survivor IS harder to pip up once you hit to iri, but I've been consistently ranking up from 20->1 every season on both sides since sbmm as just an completely average solo survivor within a week or so - life factors into that time period ofc. Even if we go back to resetting to 10, it's still really not enough to be like yeah rbmm better.
From my experience I see a lot better quality teammates than I did with being rank 1 at any point in the day (I was unemployed from around july last year to late october so I just played dbd all day/all night lol). SBMM quality for survivor, in my experience, starts degrading around 4pm when people start getting home from work so I usually have 3pm as a cutoff. Killer sbmm imo isn't as accurate during the day (I get survivors that are obviously less experienced then me), but at night it's a lot more consistent.
I am really not saying SBMM is perfect, and I think in dbd you can't ever have it perfect because "skill" is a weird concept in the game, but we're closer to what it should be than we were in RBMM.
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@Mr_K said:
With survivor adepts being “escape using their 3 unique perks”, is there a reason killer adepts could not be something similar such as “kill all 4 survivors by any means
This is an odd conversation because that's exactly what it's changing to.
He's proposing that it is being changed to 4k OR 3k+hatch, so merciless = 4k || 3k + hatch
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@DashMonsta008XV said:
So you have both DBD 1&2 100% ?
I'm not sure what you are trying to ask here
@Marik1987 said:
So 4x Kill-Myers worked? I had this done with double-iri, unfortunaltely it doesnt count.
I got the achievement sometime in 2021 with double iri, but wasn't there a bug recently where it was impossible because the last kill never counted? Was that recently that you tried?
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@Mew said:
any tips on getting skilled huntress? 😭
Ok, so this one is tricky to give advice for I feel. So running devour hope on another killer (maybe the bots?) is a good way to figure out how far away you need to be - that was what I struggled with initially - because sometimes things felt 24m but it really wasn't.
After learning that, I stacked aura perks and ONLY went for m2/snipes. Floods of rage is amazing for this, and lethal. Glowing concoction is really good too - you get aura reading on the initial hatchet and then try to snipe after.
A lot of people recommended a nurses calling to me but I never got too much value from it.
Macmillan and autohaven maps are super good for this - flat maps are really nice when you are sorta unsure of hatchets.
My go to build when I was going for SH, and what my default build is actually is bbq/lethal/floods of rage/bitter murmer (although considering a different perk other than BM)
I watched coconutrts and Ralph to sorta see how they play and their movements and seeing things from their perspective helped me understand how they read survivors movement and get long range hatchets.
Keep it up!! I LOVED learning her and I'd consider myself a huntress main now.
I hope this helps!!
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@ohheyitsbobcat said:
Congrats! Outbreak was awful for sure; no idea what the hell they were thinking with that one. Between me my friend working on it, we went through around 40 or so RPD offerings.
I feel like I'm the only one that thinks Nurse Grab and Evil Incarnate aren't actually that bad, they just seem foreboding more then anything IMO.
I think the worst ones for me were Left for dead, Skilled Huntress, and Taking one for the Team. I'd personally rate them worse then Outbreak but not much worse.
The funny thing is I got both the nurse grab and evil incarnate both first try. I know a lot of people have trouble with EI in particular.
Also on that topic.. I got both left for dead AND the old where did they go (4e with a key) in solo q and both quote literally by chance. That made me excited.
The one's that I had the most trouble with was bless you - no one was running hexes in any match I was in when mikela first came out, adept demo (I think it took almost 8 tries fighting with the emblems). Not to mention there was a fiasco of me almost getting done with the trapper achievement and I was playing during steam maintenance and it glitched after my match and it cleared out ALL the progress on it. I wanted to cry
@Shroompy said:
Outbreak Breakout is probably the most painful achievement to obtain that Im not even sure if I want to go for it
This is coming from some one who did the original Deranged Pursuit, which is BY FAR the worst achievement Ive ever grinded for (so far).
What was the original iteration of it?
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I'm gonna be honest I don't get tilted as killer. No matter what happens or the result it doesn't really bother me. Bm's, salty messages, tbags, flashlight squads (who are actually my favorite to go against), 0k, etc does not effect me in any way
My performance on the other hand does. This past week I just couldn't aim any of my hatchets, even like the ones I know I shouldn't be missing, and I was getting so mad at myself. It happened through several games and then it kept creeping in my mind and decided to just switch to another killer.
As a survivor on the other hand I actually do get tilted at the game if I solo. One of the most infuriating things was - I was obsession, and it was one gen left, an Elodie and I were the only two left. It was old haddonfield. I was chased, I kid you not, for 6 minutes. SIX. you know what she was doing? Hiding in a bush. Not working on a gen. She HAD to know I was keeping the bubba occupied because of the obsession arms. But no, I died, and then she got caught immediately after. It boiled my god damn blood.
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Killer can be stressful but imo it's a good kind of stress imo
That being said burn out of games, work, etc is real so if you ever feel you are in the verge of burning out, a nice break is very refreshing.
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@Aven_Fallen said:
Yeah, I was one of them. But to be fair, I expected them to completely nuke DH into Oblivion. And given the fact that they did basically this to Balanced Landing, not a unreasonable assumption.
And personally, I am fine with more DHs. I think Sprint Burst was even more annoying than old DH, but with new DH this applies even more.
Yep this was me as well. I prophesized sprint burst meta as well, and like you I was expecting it to be dh to become dead dead. But yeah 4 sprint bursts are really damn annoying.
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@Zeb89AceGamer said:
We all hate sbmm but devs don't care
Nope. Not all of us. I know a lot of members here like it, including myself. And I know @StarLost does as well
@MrsMaliciousX said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3315310#Comment_3315310
I get that I do. But not losing pips and people just being thrown every which and way is whip lash. I mean I have just over 3k hours. Not the best, still need to work on looping but I don't see how this be mmr is better
I guess I don't really know what to say. In my experience sbmm is infinitely better than rank based ever was and honestly once it sets your initial rating it's honestly better for new players for the most part. It's not flawless, no, but I had a friend recently start playing actually getting people at a noob level after the first couple matches that were hard. My first.. 10? Or so matches ever in this game we're people were in the thousand hour range up to 4k before I finally got a killer that was as new as me.
Not to mention, I love it as killer. The killers I don't play regularly (ie nurse) get chiller games/easier survivors than the killer I try hard the most on (huntress, Billy). So no, I really don't want to go back to red ranks where I'm not getting challenged on my mains.
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@MrsMaliciousX said:
Can we have the old ranking system back? Make all these changes for new people, kept I just played in a match with someone who had 300 hours. Going up against a killer with 6000. I get it the morning, but I'd rather go back to losing pips for it to be some what of an even game. I mean gees half the time it's either basement Bubba campers, tome stone Mikey, or people playing the ring slugging until everyone is all maxed out and able to be mori'd. Say make changes for the new people, but idk if any of them are gonna stay long enough 🥺
"I just played in a match with someone who had 300 hours. Going up against a killer with 6000."
I mean, that happened in the ranking system too so it's not like this would solve anything.
If anyone on either side took a break and let their rank reset to grade 20 it was a mixed bag with what you got too. It really isn't hard to rank up either, you could get to rank 1 easily and then go against players with 5x your hours and vice versa.
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I got this achievement sometime this year in solo q. I kind of brute forced it, just played until I survived - took me maybe a week. But this was shortly before the gen kick meta.
To be honest I think a nice toolbox is your best bet, not a medkit, - maybe a commodious with double charges, or some toolbox with bnp and charges. The most annoying part of this was actually finishing the equivalent of 1 whole generator.
I tried never to take the first chase/be hooked first and played stealthy (which is my personal hell because stealth is boring) then started doing gens. If you notice your team is just dropping like flies - just play super safe - play around bbq or other aura perks as if any killer has them unless you can 100% tell the build otherwise.
As a general rule, splitting up on gens is just solid advice anyways to split pressure - so try to never go on a gen with others.
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@Krazzik said:
And playing a basic m1 killer against a good looper isn't fun.
hard disagree, going against good loopers is the most fun part of even playing a m1 killer
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296417#Comment_3296417
"Probably the best gen perk of all time."
You meant Pop goes the Weasel - pre nerf. Instant Regression after a hook. There was even a time you could use it with ruin/undying.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296218#Comment_3296218
-"I'm not really sure how I'd personally want him buffed. I think basekit infinite tier 3 as you mentioned here might be too strong"
Look at Ghostface and his power. He has infinite possibility to use his power. He now can stalk survivors from ranges where they can't reveal him. He now has 60 seconds up from 30 seconds to get an instant down.
Michael has a limit on how much he can stalk. Basekit Infinite T3 in a "final form" would really make him scary and make him very different.
The fact that he gets very little stalk at long range and had his multi stalk capabilities removed (about a week after his release) keep him quite weak.
You can play GF as a M1 killer but you can't do that with MM because his start is so damn terrible. You either need to keep the slow start and say ok : base kit +5% speed in T3 from now on or remove the T1 nonsense where you have no lunge.
"-undetectable is fairly weak for the most part, but I always thought it would be neat in T2 stalking makes myers undetectable."
Survivors would definitely have a lot more trouble if he had undetectable in T2. Most people can loop only because the red light exists. If MM had that turned "off" in t2 as basekit that would be a decent buff.
-"slowly getting his 300 tier ups achievement, because I really find him boring to play as."
He was actually a pretty fun kill to play from 2016-2018. Unfortunately he has been "left behind".
Now unfortunately they just nerfed him with the 6.4 patch that was aimed at nerfing Wesker. Legion also got nerfed. In short : killers cannot have any type of perk window vault speed adjustments if their power also gives a movement speed adjustment through vaults. That really hurts MM and Legion as both greatly benefited from Bamboozle.
-"Assuming tombstone/tombstone piece was removed"
Consider for a moment that he has limited stalk. Assume they said ok we're using my plan so that normally he would get to infinite T3 on the "third form". Look at how the purple tombstone works.
https://us.v-cdn.net/6030815/uploads/A5MXG9CDRNZN/image.png
They could keep this addon and basically make it so that using this addon will kick you out of Inifnite T3. Getting kicked back into T2 would be a downgrade because you might not be able to get back to T3. If Infinite T3 is base kit then this really loses a lot of appeal. That would let people use it if they really want but overall it would greatly nerf the addon. Maybe the way it works is that you need to fully drain every survivor to be able to go into infinite T3 a second time if you use this addon.
Actually it would likely be more simple to have this addon just kick you back to the new "t1" which is old t2. Then you kiinda play him "normal" like you would now. You trade infinite base kit T3 for the ability to kill with limited T3. Then when the timer runs our or you kill someone you go back to "old T2". They could also change this addon and make you lose undetectable status when you use this addon.
Note this addon as well :
https://us.v-cdn.net/6030815/uploads/QG18RHQRTR7S/image.png
If they redid Michael like I suggest then this addon would give you wall hacks and the power to hit "old T3" in the new T2. That would be scary to go against. Because this is something of a meme addon the 150% BP would need to get removed.
I think we might going a bit off topic on this thread as the op intended but whatever.
So, I want to point out first that I know we have very different views on balance and just in general game issues - and don't get me wrong I do agree with you on things, it's just not very often.
RE: Mikey being fun. I'm going to be honest with you, I really dislike the majority of the killer roster and don't think most of them are fun. I think the skill ceiling on him is just way too low to keep my interest for more than two matches at a time - which is why I never played him outside dailies and why it's taken me so long to get this stupid achievement. I mained pure m1 killers at initially, and mikey is just another one that just has an instadown for a minute so it's never really grabbed me.
So, I main huntress and billy - I go for snipes and cool shots, and curves, and I play for chases. I play m2 only and it keeps me engaged because there is ALWAYS something I can learn, something I can try differently, etc. Their skill ceilings I feel like especially are high, on the way I play them so it's just more to work on. On that note - I don't really play other killers except for dailies/tomes (hag gets insta-rerolled), or if I'm in the mood for something a little different - like I've somewhat been having fun with oni and slinger, but they still aren't my favorites.
I'm going to jump around on some of your post, so I don't think I will direct quote anything, but I think I should be addressing all of your post with my thoughts on it too. I'd be interested in hearing your thoughts on it.
With that out of the way - I think T1 is mostly fine - typically, you shouldn't be in it that long (outside of scratched mirror), and I think those addons I mentioned being basekit should mitigate it. I'm not really opposed to t2 becoming the new t1 with undetectable - but hear me out. I like the concept, because it's sort of thematic - it's a relic of the time he came out, but I think that makes him unique - but if we do that, just make him 115% and undetectable it is just kinda.. eh. On the topic of scratched mirror - if we do make the t2 the new t1, I would honestly want how he is now to be now, because I think it being a meme build, being slow with no lunge is part of the fun - but that is just me - and if I wasn't working for that achievement, it's really the only time I think I'd want to actively play him without a daily. I'm indifferent to your vanity mirror suggestion, but my thoughts on t3 are down below.
I also just don't want him to just become ghostface with how you put it - being infinite stalk the entire match - I think it should be capped out per survivor, just you can stalk that person again after X amount of time.
On the topic of the 'nerf' - I have heard people say that, I don't personally use bamboozle or other vault speed perks on any killer - did that say it in the patch notes or is it just a bug? I haven't really looked into it, so I'm just curious
I think here is where we disagree the most - I think tombstone and tombstone piece are completely busted - removing a survivor out without hooking (outside of devour hope/working for 5 stacks) is exactly why I think he isn't getting any buffs in any place. I think they need to bin tombstone and tombstone piece, or make it only usable on one survivor the entire match and then it kicks you back to t2/you have normal t3 next time. I am mostly ok with infinite tier 3 as a concept - but - it being basekit will be a complete solo stomper and destroy low-mid skill survivors - so I just can't agree with it being completely basekit. And if they keep the iri addon, survivors can't have infinite stalk, nor should it regress, and let's say we make the three addons I propose come basekit - they should not factor in.
So - that is where my thoughts on adding 1 minute to tier 3 come in - right now, without any duration addons it's 1 minute. That's really not very long - but I think increasing it to 2 minutes makes it more of a threat and gives you a bit more time depending on how you play mikey (hook, then leave, or slug and find someone else).
*shrugs*
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296589#Comment_3296589
There's many instances where you need to body block someone or a window or pallet from stunning you while,you pick up a survivor.You don't even know,if they're making this up.They don't even have a photo.
You need to body block a window or pallet for 30 seconds? As Mandy said, this is not even the kind of body blocking that anyone but you in this thread is referring to. There obviously is strategic bodyblocking, I mean body blocking a window when cloaked is a powerful thing wraith can do. But we aren't talking about that.
Also, it doesn't matter if there is a picture or not - this isn't where you'd report players, and it almost seems like you are denying the possibility it can even happen. I've been body blocked in both that dead end with the pallet in the game, and the upstairs room in dead dawg before, I don't have a picture anymore, but I mean, it still happened.
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@DashMonsta008XV said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296508#Comment_3296508
Yeah but their asking for a change to the core gameplay and that would be a nerf to all killers that's all I'm saying
I'm sorry what? In what real world instance part of "core gameplay", in other to literally hold the game hostage or bm, to bodyblock a survivor for more than 30 seconds is there?
They quite literally are referring to being bodyblocked for an entire match. That is not normal "core" gameplay
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@DashMonsta008XV said:
Survivors asking for another nerf, no surprise there.
Yup, removing bodyblocking and taking the game hostage is such a huge nerf. (/s)
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3296197#Comment_3296197
They could fix him lie this :
Make current T2 be the new "t1" but you are undetectable.
Make current T3 be the new T2. You charge your power and get a regular T3 once like normal.
Then you make the new T3 be infinite T3.
So, you'd cut out the slower T1, and make t2 the same just undetectable? And one tier 3 is just the regular length, and then the next time it pops it's infinite?
I'm not really sure how I'd personally want him buffed. I think basekit infinite tier 3 as you mentioned here might be too strong - but I'm not opposed to a basekit longer t3 - maybe a minute longer (I think for frame of reference, lock of hair adds 40 seconds).
I think memorial flower, earrings + jewelery could be made basekit and rework all of those addons to do something else - so slightly faster stalk, move around 30% quicker when stalking.
Assuming tombstone/tombstone piece was removed I'd love to have him get more stalk from stalking far away (that is truer to lore too), and remove the cap on stalked survivors to get his power, like slowly allow myers to stalk them more. Which would also help out if you kill a survivor that still has juice left in em. I don't know the sweet spot or how fast it should regenerate though.
I think undetectable is fairly weak for the most part, but I always thought it would be neat in T2 stalking makes myers undetectable.
But yeah, just some thoughts I've had over the course of me slowly getting his 300 tier ups achievement, because I really find him boring to play as.
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@Grandpa_Crack_Pipe said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295988#Comment_3295988
He's clearly not been getting them from you if you actually believe he thinks that.
Perhaps.. that is why scott thinks flashlights are the weakest item, because he thinks lightborn is op /s
@Sycamore said:
The important part of my comment got edited out, so I will try to say it nicer. You all shouldn't just blindly listen to a content creator like it's gospel. That's not healthy. They are not always right - and often wrong.
I hate sentiments like this because I feel like it assumes that the person who is agreeing with the content creator is only agreeing because they said it and often times it's used as an excuse to dismiss opinions of others just because they shared that opinion with X content creator. I've also seen people, not necessarily you, call others sheep for having the same opinions, as if they couldn't have ever formed that opinion themselves.
Content creators aren't always right or immune from criticism, don't get me wrong, and I do agree with Scott with a lot of things. I disagree with him too, and Otz, and others - just as I do on the forum or reddit, and it's good to hear different perspectives even if you don't agree with them. This game is pretty subjective.
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@DBDVulture said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295197#Comment_3295197
-"Item reform? Yeah. Agreed. There are also a fair number of killer addons that are super unhealthy for the game."
You can't put everything in a 5 bullet list.
I assume you mean Nurse/Blight addons that have 30-50% bonuses.
If we're talking about purple tombstone - get out. He's a terrible killer without that addon or infinite T3.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295240#Comment_3295240
Let me turn your argument against you : DBD is unfair to the killer if the other team is a SWF. So why not get rid of it?
Solo queue could be made fair if we get rid of SWF in regular games.
Ironically, tombstone piece/tombstone/infinite tier 3 are literally the addons that are holding myers back from getting buffed.
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@blue4zion said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3295772#Comment_3295772
Lol
SWF was added later because of high demand, nothing about Survivor was designed for SWF
DBD 1.0 came out June 14th and swf was added on 11 July 2016 in 1.0.3. It's really not that big of a gap between 1.0 and when swf was added and people just dodged lobbies till they got in with their friends anyways. Bhvr even said they were always planning on adding swf too, so..
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Patch notes aren't a list of commits - meaning, just because X was added doesn't mean Y broke because of it every single time that happens. Realistically there are multiple things are being worked on at a time and patch notes don't list every single thing that could have changed in 100% detail.
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@Ayjay said:
https://forum.deadbydaylight.com/en/discussion/comment/3284139#Comment_3284139
Every other multiplayer game manages to have voice coms. "It's too hard :(" is a pretty poor excuse from a big studio.
@Hoodied said:
https://forum.deadbydaylight.com/en/discussion/comment/3284142#Comment_3284142
Its not the “its too hard” its a “can it take it?”, hence why I said its a pain and used Bo3 as an example, dbd’s code is abysmal, like I also said, so putting voice chat in could cause a hell of alot of other issues, along with dbds already lack of optimization and lack of proper settings, the game has to be in a consistent stable state for Voice Chat to be an option, its why bhvr is looking into ways to make solo queue better (and also why I still personally think a ping system would be nice in dbd as some people hate voice chat in games)
You guys are missing the mark. They aren't implementing it because it would be useless because:
a) it will shun out a platform completely because nintendo will not allow it ever for the switch, therefore leaving switch players at a worse advantage than they were before
b) not everyone speaks the same language. if I look at most of the players I match with who have steam profiles more than 75% of them are in mexico or south america, I don't speak spanish. It would be absolutely useless to me. Asia will have a worse problem. Same with europe.
c) not everyone wants it. I don't know if you guys have heard but... this community kinda sucks? I'll leave it off permanently, and I feel like most people actually would.
d) I'm not convinced that sony or microsoft wouldn't have issues with it as well, but that is speculation that I've seen thrown around. But also, not everyone on console has a headset either sooooo...
The better implementation is status icons (or a status wheel), which they have planned and I believe is on the roadmap. They work because it's universal, language-neutral, and easily understood and you don't have to wait for someone to talk to relay that information.
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@Smoe said:
https://forum.deadbydaylight.com/en/discussion/comment/3279720#Comment_3279720
I'm not so sure about that, despite BHVR originally claiming that the chapter is inspired by both the first Ringu movie and the original Novel, there is actually nothing within the chapter itself that has anything connected to any of the books or the remakes at all.
Sadako's ultra rare skin is from Ringu 1, the addons are a mixture of objects from Ringu 1 & 2 only, the first half of Sadako's in-game lore is merely a summarization of the events of both Sadako's past life before ending up in the well and when she began to curse the tape to the extend of what was told and learned in Ringu 1 without being too heavy on the details, the other half being events bhvr created themselves to give a reason as to how Sadako ended up in the Fog.
If the chapter does actually contain anything related to the books, then i have yet to find it.
I haven't read the lore for sadako since she came out but I recognized things from the novel. Let me get back to you when I can re-read it.
@HamsterEnjoyer said:
https://forum.deadbydaylight.com/en/discussion/comment/3279720#Comment_3279720
Well AFAIK, the book doesn't even mention her being short or anything either and mentions a lot more about her powers which Is another thing I wanted to mention was how lack luster her power actually is. But I don't think this chapter is based on the novel at all as Yoichi, Sadako's add ons, Sadako's design, and the perks are all nods or pictures from the film series.
Same applies to you but, I mean, the book she is also intersex and the narrator goes on a couple pages rant about it and imho it's quite disgusting and full of hate. I don't think it aged particularly well and I'm really glad the films don't make reference to it.
But like I said, they took liberties with it with the lore, it's all over the place, but so is the franchise itself and it gets really really muddied because most of the movies are either standalone outside of the novels (ie Ring 2, the ju-on crossover, haven't watched sadako dx yet but I'm pretty sure that isn't too) or just very loosely based on the books. The only film in the franchise where she is this short would honestly be the remake, hence why I mentioned that. That being said, the novels share a lot of imagery and stuff with the movie(s), so I mean both can be true that it is based off both.
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The lore for sadako in game had liberties taken - lightly based on the book, lightly based on the movie and by extension, the remake. I just want to note that ring 0 itself was based on none of the original three books by koji - it was taken from a short story in a collection of things related to the books, but changed things. But even then, I really disliked the story itself and the adaptation was also not very.. faithful or anything either? Sorry for the jumbled thoughts, but thought that may shed some light on why it's kinda weird.
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@RainehDaze said:
https://forum.deadbydaylight.com/en/discussion/comment/3277860#Comment_3277860
I think the notion of spaghetti code only referring to goto being used to make random jumps in code execution is a pretty outdated one, though? The same general idea, that you can't trace the program execution with any reliability, seems to be predominant. Which does at least cover DBD (because why are there multiple collision detection methods still in usage? How did that not get refactored properly?), although it probably doesn't explain a lot of the weirder things going on (I'd hazard a guess that the eternal tendency for map spawns to go haywire is pretty bad hygiene over what's global to all maps and shouldn't be changed, or needs to be turned into a method variable or something).
Spaghetti code itself is a really outdated concept, you really really really really don't see it almost ever unless you are working on legacy stuff - I'm talking about stuff still in use from waaay back. My first job still was using software that was written in ~1989 that had these issues, that has been somehow maintained and added to. But it was unreadable but mostly worked. It was really never re-done modernized because the higher ups didn't want to spend x amount of time to re-do something that worked. You also sort of see that in the financial sector as well with cobol stuff written ages ago that handles transacations and stuff, but that has higher stakes than what I was doing, and cobol has it's own set of issues.
So a big thing in modern development is DRY - don't repeat yourself. So let's say I have code A that does some business logic, but now I added functionality to a new part of my application that needs to run that same exact logic, You don't want to copy/paste - that leads to maintainability nightmares. Especially if you have multiple teams working on the two areas. If we are talking about jumps like that, that is mostly a good thing - you almost never want to repeat code. But that has it's own issues, things breaking can be one of them.
That's sort of what I'm referring to with lasagna code - it's structured and layered and one thing goes wrong when changing something it can lead to. It's also not just a traceability thing - you can usually see what references something else, ide dependent of course.
Ok look, I don't mean to overly defend the devs, there HAVE been breaking issues since I started playing regularly and even back when I played a few matches on my ex's account to test it out in ~2017, but I can take things personally because I'm a developer and I know how things go, and I know we are always the first to blame, and I think being a dev on this game is probably the most miserable thing in the world, if not just for the community lol. Granted I'm not a game developer, but I am a senior engineer and have seen a lot of things go wrong in several different sorts of applications. But I also don't think it's just an issue with the devs, right? I've said this before:
a) the executives set too strict of deadlines - I really think if they slowed down to 3, or even 2 dlc releases a year we wouldn't see this kind of things. If you are in a huge crunch to get things out, things ship broken - I don't think I need to remind anyone of the twin's launch. Granted, things aren't done in 3 months - being, all the planning, programming, art, sound, etc, but the deadlines are really tight and set before things are even worked on. It's not really a decision that the devs make, that comes from product/project managers, which in turn get that stuff from the big wigs.
b) I think the QA on dbd has such a complicated job - we have so many killers at this point, with so many perks, so many maps, that I feel like things can easily slip by (re: collision). Also, on top of that - these aren't live matches, some things just, come out during live matches to do things qa or devs didn't account for. I don't know the answer to this, I've seen it at every one of my jobs. In non-gaming development things can be caught at integration or unit tests before things even ship - it's not perfect and things can still slip by. But I don't really know what that could look like with game development to cover every aspect of the game and how things interact, you know?
Sorry for the long ramble, lol.
@Jangles said:
https://forum.deadbydaylight.com/en/discussion/comment/3277861#Comment_3277861
From what I've seen in a dev stream the whole thing is written using visual blueprint scripting.
From my understanding it was originally done done in blueprints first but now they use just normal c++ for the most part now and re-wrote a lot of blueprints stuff (I think that is why nurse was re-done and disabled for the month or two earlier this year? I think?)
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@GannTM said:
That’s why competent developers have good comments in their code so they can find things easier. I don’t think it’s fair to defend them for this because they aren’t competent enough to even understand their own code.
I don't claim to know what the dbd codebase looks like but this is a half truth at best, and disingenuous at worse. Commenting is obviously very important on specific things, like when it's not clear what specific code does, but in the long run even well documented code has the issues where changing one thing can have an unintended effect somewhere else.
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On this topic, I have gotten to a lot of fights on the various social media platforms about the use of spaghetti that I just have given up at this point because no one cares and when a bug appears it's just "spaghetti" and roll my eyes and move on. I remember one time aws had a shutdown, which bhvr's servers are on, and people complained about it being the dev's fault, as if my job didn't experience the same downtime cause of some aws issue, lol.
@Ryuhi said:
When you make a change on line 12,456,774,778,999 it can have an effect on line 22,565,335,666 which have nothing to do with each other and why did this change affect.That is spaghetti code, yes. The name itself comes from the fact that dependencies are twisted together in a very unorganized fashion, and the more you build on them without cleaning them up, the worse the entanglement becomes. I agree that most people who use the term don't really understand what they're conveying with it, but it is something that is generally best to be avoided by streamlining and maintaining code, especially if you are going to be building on it further.
Also, not "all" code is like that, its the entire point of concepts like handlers. Instead of chaining together a series of dependancies, you can use flow control to create appropriate checks to call information from other sources, especially in a language like C++ which does not require serialization first.
My issue is that literally isn't what spaghetti code is, spaghetti code is literally something ultra specific that happens in procedural languages when people used excessive amounts of goto's to execute specific lines of code that made maintaining and readability hard (see: a huge amount of programs written in the 80s, especially in BASIC). At least use the correct pejorative phrase - which would be lasagna code, which I suspect is what is going on in dbd (which mclean used to describe the codebase as too), but also, can be very hard to avoid. I constantly think about it at my job myself - the codebase at my work is so complex and overarchitected and touched by people around the globe on hundreds of team (I mean this quite literally), that literally a one line change down the line completely broke the product my team works on lol.
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I read the achievement as a survivor that has the haste effect - so, sprint burst, lithe, getting the flag, etc. But that being said I didn't play killer yesterday to test out.
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To be honest, for the first time I think I won't be playing david or dwight exclusively anymore. Not just because of this cosmetic, but it....... really didn't help.
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/3259075#Comment_3259075
I want the 4k. Where's the challenge in just settling for a 1-3k? Yeah, some games I get nobody at the end purely because I wanted to slug everyone for the 4k, but I had to at least try. This game is demoralizing for killer in how resigned y'all are to not even hope for the 4k anymore.
Here is what I don't get about people who play to win (ie, a 4k, 4e every match) - this goes for both sides, mind you, is that this isn't a zero sum game. There is no official win condition - people make their own win conditions. I mean, the fact that you don't think a 3k is a win is a testement to that.
This little rant below this is for people who use mmr gain/loss as a win condition this is specifically for them, not saying you said that in your post, but it's a common counter argument from when I say this from people who say 'win conditions were set by bhvr when mmr was introduced'.
-- The way our mmr is calculated is known, but unless if winning means gaining mmr to you, then it's pointless to use that. Keep in mind, bhvr didn't even want to tell people what gains/loses mmr so people don't cheese it or use that a guidance to win their matches, after all it's some invisible number. It also falls apart when you hear that mmr is being calculated differently on a team level now, or if you kill 4 survivors that are below your mmr you gain very little, or none. --
Anyways, back on topic.
What I don't get is why people play to solely win, if you win every match and then get defeated by a good team/killer, it is demoralizing, as you say, and eventually you get your current skill cap (not talking about mmr, but your killer or survivor skill cap on what you can accomplish and do with killers), it's inflated which leads to more demoralizing matches and more devastating L's, so to speak.
Not to mention, people have their own win conditions - did I 4k? did I 3k? did I play fair 8 hook everyone and got x amount ok kills? did I escape? did the whole team escape? did everyone but me escape? Did I do what I set out to do with my build? Did I pip? Did I double pip? Did I get my challenge done? Did I make progress on this stupid achievement? And then you got people like me who don't care about the escape and focus on chases, I'll throw games to chase a survivor that is better than me because that is fun and if I get them - and why I absolutely despise anti-loop killers because it's just not fun, and chasing someone better than you is how you improve. I'd argue I don't get challenged enough in this game as killer myself, but that's another story.
I'm not saying people shouldn't be playing to win, if that is what they want - get that 4k by any means if it's important to you. But this game is more than the 4k. It's more than the escape. There are other ways to challenge yourself than just to get a 4k.
This is not necessarily aimed at you, but for anyone really.. But if you are feeling demoralized, I think it's time to re-evaluate what you find fun, how you find fun (ie is this game worth playing for you after X amount of time), and be realistic with your expectations, if you are burnt out on this game or playing killer - it's not realistic to win every match, nor is it fun to win every match (at least to me). It's amazing what a nice break from this game will do to you - remember, mental health is more important than some stupid online game.
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Skilled huntress was the toughest one for me because I could never gauge properly 24 meters so it took me soooo long to eventually get 20. It also doesn't help if they are at an exit gate or something too and you knock them out of the loading zone and they escape, and KNOWING you are 24 meters away, they don't count for it.
I have ONE more achievement to get, and that is myers', which I get bored playing as and I have to tier up like 172 more times or something like that. That is 43 myers matches if I get 4 tier ups, and that sounds really miserable to me.
To be honest, about 96% of the achievements I got naturally and without really focusing on grinding them out (with the exception for adepts which I purposely go for) - including left for dead, which I accidentally got when I finished the last gen instead of hatch and didn't realize my teammate was on final hook, or the old "Where did they go?" achievement I got in solo q one day. The only one I cheesed was collision course because I gave up on getting it naturally because I thought wesker is so boring to play.
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I get really self conscious about me playing killers I don't really play often - despite me being fairly confident as a killer in general - and those are oni, artist, trickster.
That being said - I have two specifically I don't play due to sensory issues with certain things - blight because I get really motion sick with him, and physically can't play him and I struggle really hard with him, and bubba - his chainsaw "ready" bloop noise gives me panic attacks, so I don't play either of them. Similarly, I cannot queue up as deathslinger and have my headphones in until the game starts because of the coughing/spitting noise is sort of a trigger for me - I'm fine once the game starts, and I've actually really been having fun with him lately too on top of that. So if we count those issues, I feel intimidated with those killers too :)
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I actually disagree with people saying key's are weak - I've been saying since the hatch rework they are one of the best solo q items in the game - knowing killer aura, survivor/obsession auras at a range of 32/48 respectively meters at any time is POWERFUL information. Even the obsession aura at all time addon is quite strong.
That being said, as a killer, to be honest I don't even pay attention to my queue, I just load in lobby and tab out until I hear the match load, and quite frankly, I really don't care what items survivors bring 99% of the time. The only time I run an anti-item perk like frankin's is hag, where it's basekit regardless if theres even an item in the lobby or not.
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@Barbarossa2020 said:
https://forum.deadbydaylight.com/en/discussion/comment/3242039#Comment_3242039
Was more the fact you generally have to plan to complete that objective by using certain perks etc.
And as for harder perks, thats why you have swfs to make those challenges easier.
I guess I don't understand the issue why it's an issue for killer needing to coordinate via their perks/strat because to me that is just killer gameplay in a nutshell. You should be going into a match with your perks ready to match your goal. If I am playing basement bubba, I'm bringing a build to match that loadout. If I'm playing to win, I'll do a combo of meta perks and slowdowns. If I'm playing my fun snipe huntress, I'm bringing all aura perks, etc.
FWIW my swf sucks, I got the majority of these achievements and challenges done solo - yes, including the 4 gens + 4 stuns. I don't think swf is the big answer to that either. You need to go into a match too with a build to meet your goals too - solo or swf, ie you are playing for the hatch, you are playing for stealth, you are playing medic, etc.
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@Barbarossa2020 said:
You mean a challenge that you can't get in 1 hit easy mode without planning.
How many killer games do you think it takes to get 4 basement hooks in 1 game.
When I play with challenges I bring builds that specifically map for what I'm trying to do. I got the sacrifice 4 in basement in tome 1 a couple of weeks ago, with agi+iron grasp my second try with huntress bringing a dead dawg offering. It would have been the first try if people didn't constantly dc against my hag. And that is just by forcing that tome too, I've sacrificed everyone in basement many times just.. with normal gameplay through snowballing.
In the grand scheme of things it's REALLY not all that difficult - the sacrifice 4 people in basement, or stun the killer to get void energy, nor are they like, close to being as hard as the hardest achievement (one being maybe evil incarnate, and the other one being the last survivor, completing all gens and escaping through gates). The hardest tome challenges imo are stun the killer 4 times in a single trial, or finish 4 generators in a single trial.
