Thusly_Boned
Thusly_Boned
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Sadly, I think it does draw viewers. Look a the media people watch, toxicity is compelling viewing for a large portion of the population. Couple that with the fact that most TTVs aren't actually very good and want to assign blame when things don't go their way (because they probably feel like they were embarrassed in front of their audience), you get these sorts of things.
And TBH, basic surv play is boring af to watch, so they often feel like they have make things spicy. Now really good survs can do that with gameplay alone, but that's a tiny percentage of the whole. So many want to be Ayrun or JRM and are far, far, from, and get really salty when that is made clear.
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The hatch is a last ditch escape option in a game that is essentially already over, and the surv isn't entitled to just because happened to be the last one to die. And while sometimes that final survivor is the last one alive because they played the best, just as often it's either just chance, or because killer wanted to pound the tallest nail(s) first (remove the better players first). In an even match the order survs are killed in is essentially chance.
Why should you get a pass just because your teammates happened to die first?
Also, if this is a situation you often find yourself in, the new Sole Survivor may be for you. It pretty much ensures escape unless you are incompetent or the gates spawned right next to each other.
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@Hibagon said:
I try hard not to intentionally tunnel but man does matchmaking make it hard. I always seem to get two gold star god tier loopers with full meta builds who can easily run me for 3 gens and two complete morons who unhook before i have time to walk 5 feet and then run right into me. like really, who am i supposed to hit?
Yeah, I really try not to, but you can only ignore people who constantly leave themselves in the line of fire for so long. I'll sometimes actually plead with them (to my TV, anyway) to get away from me, lol.
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Most of the time with most killers, you're probably going to lose at least 2 gens in the first few minutes, but if you are a slow killer and down to 2-3 gens without at least a few hooks, tunneling at least one surv out is probably your only remaining route to a win.
I don't do it often at all, but in such a scenario it's totally justified.
Which is why if you want to avoid being put in that position of having to play that way, you have to use slowdown perks.
Survs should also understand that if you bang out a bunch of gens right at the start, you have left the killer with limited options if they want to win. You can deal with annoying early game slowdown, or you can deal with tunneling (if the killer wants to win, which we should assume they do).
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@ThiccBudhha said:
https://forum.deadbydaylight.com/en/discussion/comment/3063312#Comment_3063312
Clown and Freddy are way more fun than Spirit and Artist. Just saiyan.
Freddy's fun level is somewhere just between root canal and waterboarding.
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She's definitely top 5 most fun for me, getting a feel for crow sniping and damaging/downing survs from distance (especially during chase) with predictive tracking is immensely gratifying. Reminds me of PH (one of my other top 5) a little in that way.
Can be pretty miserable to face as a surv, though.
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@Roadrunner said:
How do you avoid genrushing without slowdown perks? Usualy all gens are done, when i get my second or third hook. What can i do, to avoid this?
Use a high mobility killer, make for the furthest gens and hope for the best.
Not trying to be trite, but if you are using a low mobility killer or a killer who needs time to set up, you're gonna suffer without slowdown perks. Not much else you can do to mitigate early gens.
@dspaceman20 said:
Wait until the new update comes out
Sorry that was rude. I'm not the best at killer at all so I'm not too helpful
Or this
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It's not perfect by any means, but it's a decent change. At the very least it will make your solo teammates less likely to abandon you in the egc after NOED procs.
But tbh, I only die due to NOED once in a great while, and I never run it as killer, so I'm not terribly invested regardless.
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I love Spirit, but I'm kind of an odd case because I am hard of hearing and struggle with the sound element anyway, so I never got maximum value from her, and IW didn't make a ton of difference to me. But I depend on visual tracking (what little there is to be had with her) a lot with Spirit.
The change that I found the most annoying was the directional phasing sound, which leads me to do a whole lot of backwards phasewalking, which hurts my visual tracking, and consequently I lean hard on add-ons, specifically the cherry blossom (she's pretty add on dependent in general post-nerf).
But regardless she is still strong to face, just not flat out oppressive like she used to be. I'm sure we'll see Stridor Spirit builds come back into fashion.
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DH a crutch? Some breaking news here. Next thing you know we'll hear NOED is a crutch
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@Nos37 said:
Luckily I didn't feel like booting up the game to get my characters to P1 when I first saw the YouTuber's/Streamer's posts.
Now that I have 1 mil BP saved up, I wanted to get some clarification before prestiging needlessly.
Thanks
Yeah, after some deliberation I decided to P1 all the characters I had gotten to level 50 and immediately abandoned, but left the rest alone.
If you have any substantial investment in a character beyond that, it's not gonna be worth it.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3061896#Comment_3061896
They are living the dream of every shonen anime/mango boi who doesn't stand down and never gives up, no matter the odds. Well, until a weill placed hit bursts their dream like a bubble.
Ah, like Captain America defiantly strapping down the shield, except there's no other Avengers coming.
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@GamerEzra said:
I think a solution would be whenever someone DC's their body should remain in the trail so the killer can hook or Mori them.
This is an obvious yet brilliant solution.
Not sure how easy or hard that would be to implement, but I love it.
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On a related note, why do survs who are getting wrecked sometimes still click at you like they have the upper hand and want you chase them?
I get it if they are really good, confident, and running you ragged (which happens to me a fair bit), and much of the time they'll stop when/if they start losing.
But I'll often get them doing it when half their team is dead, they're on death hook and every chase with them has lasted like 10 seconds. Is it delusion? Commitment to the bit? Muscle memory they can't turn off?
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Out of curiosity (since it seems to be a point of debate), which killers do people feel like they have to W key? For me it's a minority:
Don't really even try to loop, or only briefly:
Artist, Executioner, Nurse, Doctor, and maybe Nemesis
Loop only on certain maps with high walled loops:
Huntress, Slinger, Trickster
I'm on the fence about Dredge, but the rest I feel can be looped consistently
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3061553#Comment_3061553
When you remove options, like looping and mind-gaming, then it's dumbing down pretty bad. Especially when this game use to be all about mind-gaming.
You may be coming from this from a killer perspective and from a killer perspective the game is very immersive. There's a lot of stuff you can do as killer. However, if you played survivor significantly, you would notice that survivor options to do stuff have been removed. Mind-gaming has been removed, being immersive has been removed, perk variety has been reduced. It's almost become a game of hold-w for survivors.
As for camping and tunneling from gen 5. I see it about 1 in every 4 games or 1 in every 3. Not sure if you consider that rare or not.
I play the game at almost an even 50/50 split (probably like 60/40 in favor of surv over the past year or so), so I feel like I come at this from a balanced perspective. I agree that many options have been removed against certain killers. Most of the killer roster you can still treat as you always have. There are maybe 5-6 killers who I feel like I have to abandon loops against.
I also feel like people get stuck in a blanket approach to how they play; like "I have to do the W thing because anti-loop" and carry that into games where they really don't have to. Conversely, I see killer players who will try to force killers weak in chase into looping scenarios instead of doing what works for that killer, because they play with a one size fits all mindset.
Sometimes a match centers on the 1v1, sometimes it shouldn't.
RE: camping/tunneling, as a survivor, I see what I consider to be camping maybe one out of every 10 games. Full on, blatant facecamping like once a week (or more depending on the number of Bubbas I draw). Tunneling is more common, but still only in a minority of the games I play.
Granted different people will define these terms differently, and I tend to think that survs with little or no killer experience legit feel much of the time like they're being camped/tunneled when they really aren't.
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@Gindaen said:
https://forum.deadbydaylight.com/en/discussion/comment/3060689#Comment_3060689
Pretty much this. Looping has pretty much become a relic because of all the anti-loop killers that have been introduced. It's unfortunately because it just dumbs down the game.
Also, why worry about how long a chase takes, because you can just face-camp or tunnel a survivor out at gen 5. If survivors don't have 3 gens done by the time you tunnel someone out, then you've won the game.
Not looping definitely makes the game more boring, but the "dumbing down" is marginal. Even at top level, looping isn't the game of 4D galaxy brain chess some make it out to be. More like a series of coin flips.
If DbD ever gets an overhaul or new iteration, I'd like to see a new mechanic that isn't "dance around a loop" or "flee in a straight line until the killer runs you down". What that might look like I don't know, but I do feel like DbD feels pretty binary most days.
And sure you can tunnel or face camp, but most actually don't, really.
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They don't because the reality is that they are pretty weak. We tend to remember (or have seared into our brains) the coordinated flashlight bully squads we run into on rare occasion, and forget that the counterplay is actually easy, and the vast majority of flashlight users are awful at it, and most flashlight save attempts are pretty pitiful.
Plus, survs following chases around in the hope of the getting that save that they'll almost certainly botch is helping you out as a killer.
My personal favorites are the ones who just stand there pointing their flashlight at you in desperation as you're charging them. Lots of free hits and downs there.
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@dictep said:
If games with a dc are not used to collect data, real kill rate with the dc is above their expectations
Well of course that's the case, but it's also why matches with a DC shouldn't be considered in kill rate analysis. When a surv (or survs) DCs, it essentially throws the game for the whole team, making the data there absolutely useless. What precarious balance there is depends on there being a 4v1.
Which is also why habitual DCers should be banished to the shadow realm, but that's another discussion.
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@GoodBoyKaru said:
People got too used to every killer having anti-loop at basekit so they don't have to anymore, and so survivors adapted to begin holding W and chaining tiles much more than looping a single one meaning they became less effective. It's seemingly a relic only players from before year 4 know how to do and when to do it.
Pretty much, I did it a lot more when I first started, now almost every chase immediately turns into tile chaining or a flat out W chase across the entire map. To the point where a surv who actually plays a tile surprises me so much I botch it.
And the ones who still do it tend to be long timers who are really good at it, and I drop pretty quickly.
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@Raccoon said:
https://forum.deadbydaylight.com/en/discussion/comment/3061294#Comment_3061294
Pretty sure I've blocked that challenge from my memory.
Yeah, there are a lot of the challenges that border on being sadistic
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Props, I thought about it but there are a few challenges in there that I just can't be bothered to deal with (hatch opening and Billy/Nurse challenges I just nope'd away from).
Gotta admire the dedication there, it's way more impressive to me than P3ing every character.
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@SuzuKR said:
Ah yes. You suffered, so everyone else should too. Amazing.
People have this crazy tendency to want everyone to have to suffer they way they did, because it's not fair to them that others might have it better. You see it everywhere, unfortunately.
That's not how progress works.
I spent countless hours getting all the perks on almost all of my characters, but I'm not mad over the fact that would be much easier under the current (new) system and new players won't have to grind so much, because that would be petty.
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@Akumakaji said:
https://forum.deadbydaylight.com/en/discussion/comment/3059935#Comment_3059935
if killer ques during the day (about 5min right now) will be 20min, I will eat my words and shorts on top. They might get a lil bit longer during daytimes, as more people try killer out, but not a lot of those survivor mains will be cut for the constant stress of the killer role and soon enough they will join the swf crowd in the evening, giving me again 20s ques max.
Heck if average killer queues hit even 5 minutes I will be stunned. For it to go from 10-20 seconds (even the high end daytime queues for me are like 1.5-2 minutes) to 15+ minutes, essentially nearly the entire surv base would have to quit, which isn't going to happen anytime soon.
People unhappy with the lack of action on tunneling/camping (a fair thing to be angsty about) and the meta being upset are trying to manifest this reality where everyone just leaves en masse and BHVR and killer mains are left holding a bag of regret, but that almost certainly isn't what is going to happen. We might see a slight bump in killer times as some survs already on the fence leave, but that's it.
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I love AoT and I love DbD but the two together just seem like a weird fit to me, so I don't actually care at all.
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Most of the time people who want to play a tile have DH, and when they don't, they W the heck out of there most of the time. A lot of holding W these days.
We'll see how that changes over the few weeks after the update and the death of DH sets in.
Personally, I find the 1v1 at tiles get tedious after a while, unless you're at low MMR, both parties know the mindgames, and it just becomes a matter of who makes the first wrong prediction. I'll usually try a couple mindgames, but I'm not going to waste a ton of time at a tile, especially if the team is pushing gens.
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People will still use it, most will fail to get any utility and then move on to other perks. The world will go on turning.
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Haddie for sure; one of the original four (Jake, maybe) as well because you kinda have to. Based on character, I'd suggest Yoichi as well but keeping it non-licensed only seems right.
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@ShinobuSK said:
Fair enough. But how do you tunnel 3 people?
One at a time, I'd guess.
But seriously, I'm all about sparing the random in situations like this. I can tell when a SWF is trying the screw the random, and like, not cool, man.
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@Gorgonia said:
It's been bad runs since I logged on versus very good killers. Maybe it's just a bad day to play or maybe the whole thing should be rebalanced somehow
Some days be like that; sometimes the hammer, sometimes the nail. It'd be nice if it were more consistent, but I don't think time of the month matters.
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@Gorgonia said:
https://forum.deadbydaylight.com/en/discussion/comment/3060180#Comment_3060180
but after reset it gets worse than during the rest of the month... some type of matching there still might be somewhere in the coding
Correlation =/= causation
MMR is a mess, and a bad run at rank reset doesn't necessarily mean reset has anything to do with it
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@BringShaggytoDBD said:
https://forum.deadbydaylight.com/en/discussion/comment/3059041#Comment_3059041
There's a devotion level that shows how much time and effort you put. Why do you need others to see your achievement for you to be proud? Seems quite insecure to me.
Some people are mad thirsty for that external validation. The same people who stand on the hatch or at the gate until they are seen.
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Not terribly usual, unfortunately. 10 maybe, but sometimes I'll get a long run in the same realm, and never one that I like.
Once I got the same map and the same killer 6 consecutive times.
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It suuuuucks, especially as killer.
But really I hate all the Coldwind maps, even moreso since they changed it to daylight. I wish they could have update the map but kept it at night. You'd think it would help with the corn blindness, but it really doesn't. Someone needs to harvest that crap and get it out of the way already
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Devour, I love the risk/reward, and I love moris
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@GoshJosh said:
https://forum.deadbydaylight.com/en/discussion/comment/3059448#Comment_3059448
How would this system know if my Internet connection truly went out, or I pulled the plug myself? Are we really going to invest this much time and effort to try to encourage players to stay in a match they don’t want to be in anymore? Instead, focus on the things that lead to people DCing.
Being an entitled, inconsiderate baby is what leads to someone DCing.
It's not "encouraging players to stay in a match they don't want to be in", it's discouraging players from screwing the other 4 people in the match.
Of course this differentiation requires people to consider the experience of people other than themselves, which is a big ask for some people (ironically often the same people who expect the killer to handicap themselves in order to make their own experience better).
DCing is selfish, and doesn't send BHVR any messages about their game's flaws, it just screws other players.
If someone doesn't want to feel compelled to play a game they aren't enjoying, there are plenty of single player games out there.
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OMG panic!
I play solo queue exclusively and I don't think solo queue players are going anywhere. At least not on balance; those who leave will be replaced by newcomers. Solo survs are typically the least invested, but they are also constantly coming and going already.
Some people are projecting their disappointment onto others, there isn't going to be some huge exodus. And even if like half of solo queue survs left, there's still going be a massively disproportionate surv:killer ratio. You might see killer times go from like 20 seconds to a minute or two.
A killer queue time of 15-30 minutes (average) isn't going to happen, at least until the dying days of DBD.
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@EvilJoshy said:
The devs don't care because there is no way they could prevent players from doing it.
This. Even if they wanted to stop it, what is BHVR gonna do?
What we think about it (I don't think it's cheating, but it does confer a massive advantage) is largely irrelevant because it's something that takes place outside of DBD itself, and can't be policed in any meaningful way.
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@dictep said:
https://forum.deadbydaylight.com/en/discussion/comment/3058490#Comment_3058490
Sorry, but in this forum you’ll only find killers crying
I'd like to direct your attention to the 2,529,703 threads crying about camping and tunneling.
But seriously, when you're biased your position seems like valid critique and opposing viewpoints are baseless whining.
The reality is that this forum is like 90% crying from both sides, and a decent percentage of that is people crying about the "other side" crying; but that's pretty par for the course when it comes to message boards.
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Seriously though, I hate dead hard as much as anyone, but this is enough.
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It will be as it always should have been, a perk that will have utility to players with some skill and sense of timing, and not an underserved bailout for anyone with an E key.
Yeah, latency is gonna screw some people, but not everyone. It'll still have utility. And DH has dominated the surv meta forever, it's time for the security blanket to go.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3057352#Comment_3057352
Makes sense from what I've read the problem is in America this game is mostly populated by European players.
I am in the U.S. and by and large my queue times as killer are less than 10 seconds. During the anniversary event they got longer, but we're talking less than a minute. And now my queue times are back to near instant.
There is no version of reality where I can see killer queue times being 10-30 minutes, even if you were to halve the survivor player base.
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@foxsansbox said:
https://forum.deadbydaylight.com/en/discussion/comment/3057249#Comment_3057249
She probably is the strongest. I tend to accept arguments for maxed out Blight's and Billy's as well, that whole skill-cap kerfuffle requires acknowledging them.
The majority of improvement in my play has come from inserting myself into the shoes of the role I'm trying to beat and getting my ass spanked a few times until I figure it out. But it's worth seeing it, just for how that translates when I switch back to an intended role.
I don't think there's any question that properly used, she is the strongest killer. I mean she can flat out ignore loops, which are essentially a surv's best defense.
She's not uncounterable, but she spits in the face of basic game mechanics in a way no other killer can.
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/3057180#Comment_3057180
Yeah, but a Baby Nurse is in the learning phase. Which is the hardest.
When you learned the Killers, I think Billy, Huntress, Deathslinger, Blight and probably some more are harder than Nurse.
I've at least tried (sometimes very briefly) all of the killers, and in my experience, I found only Billy to be harder, and only marginally. Blight I would put just below those two.
Huntress and Slinger I did not have trouble with, at least on a fundamental level.
I do think nurse is kind of unique in that you have to get a feel for her power to do anything. With all of the other killers, you can at the very least play as a stock standard M1 killer to get hits if their power is eluding you.
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No, not disappointed. But then again I try not to have any expectations.
Most of the changes seem appropriate, though not as many changes as I would have liked, it is what it is.
And also people clamor for camping changes, but what? I 've tried my hand at conceptualizing some, but then it's pointed out (accurately) how they would be very abusable. I just don't see a good solution here. Like with tunneling, I don't think any viable solutions to mitigate the intentions of bad actors.
Campers gonna camp, and tunnelers are gonna tunnel. You can make it more painful, but some will never stop.
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@Aven_Fallen said:
She is hard to learn. When it comes to playing her, after you got used to her Blinks, there are Killers who are harder to play than her.
But her learning curve is pretty steep, you will get quite a bunch of stompings while learning her.
(Does not excuse the fact that she is allowed to stay in the game as she is, but whatever, Devs are too scared)
Yeah, maybe not as hard as some make her out to be, but still pretty damn hard. Top 3 for sure.
The saddest thing you'll see in DBD is a baby nurse.
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I play only solo queue and I don't see anything here that fills me with dread or rage. On balance, I don't think it's gonna be any better/worse than before.
I am totally on board with adding baseline aura reading, though. Plus some of the solo buffs that were briefly discussed a while back.
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30 seconds is good, at 45 seconds I'm dropping chase 9 times out of 10.
Of course when I am playing killer, I am just fine with a 15 second chase, too.
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@Tatt3dWon said:
https://forum.deadbydaylight.com/en/discussion/comment/3053462#Comment_3053462
The collective idea that killers can cry and moan about dh and get it changed is the same reason people want something done about camping. Cant camp if it dosent work is the same logic as cant use dh for distance if it dosent give you distance.
That's a false equivalency. "Fixing" camping is far easier said than done. Nerfing DH is a much simpler task than crippling campers without breaking the game. I'm all for reducing camping, but the "how" is the hard part.
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@CaulDrohn said:
There was one survivor challenge were you have to finish four of the five generators, in a single game. That one is nearly impossible in soloQ (manageable in swf, sure). With "Six feet under", you can at least equip perks to increase your chances (Iron Grasp, Agitation, Mad Grit, Make your Choice), use Offerings for basement location / maps and use Killers with powers that help you (Hag, Demo, Trapper).
When being reliant on your random teammates to wait for you before finishing a gen, if you even get as far as popping at least four gens, you are pretty much screwed most of the time. Just hanging first will likely rob you of any chances to get it done. You can equip aura perks to find gens and teammates, but you can't stop them from working on the gens. I was lucky getting it in a two-man and nice randoms which actually waited for me (asked them about that in pregame chat). But that was when that challenge was part of the then current tome, so most ppl knew about it. My mate did not get it done even then. I don'T want to imagine how difficult it would be to finish it in soloQ today, when nobody knows about that challenge anymore.
I only play solo and got that challenge pretty quickly. Of course I had to be a total vulture, not healing or unhooking, running around the map jumping on any gen with a decent amount of progress. I also used prove thyself, the new built to last, and a commodious toolbox with the spool and swivel socket. Ended up getting all the gens, but still died as my team was in a shambles.
But that's the problem with a lot of the tome challenges; you have to be a lousy teammate to get them. At least as a killer, you're only screwing yourself chasing some weird objective.
