TragicSolitude
TragicSolitude
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- TragicSolitude
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Weave would basically require survivor cooperation
Can't lie, Weave is wonderful for revealing the Urban-Evasioning wall-hugging gen-avoiders. Not gonna say Weave did this in a match I just got out of, but hey, I hope more killers run this perk. I really do.
Aside from the occasional survivor who "oh, silly me" drops an item in the middle of the shack, nah, probably not gonna get much value out of Weave without Franklin's. This combo has yet to bother me. It's something new and different to play around as survivor, which is a nice change. But I don't play to win, so my opinion probably doesn't hold much value to other players.
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The Scratched Mirror add-on means Myers never leaves tier 1. As long as Myers is in tier 1, he's Undetectable. One of the effects of being Undetectable is blocking his aura from any aura-reading abilities.
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That scamper was made practically useless is whatever, but the fact that the "Joke's On You" achievement remains absolutely sucks. I've been trying to do it and his maneuverability is garbage while scampering, especially right after I get out from under the pallet where I'm locked into running forward for a bit. A survivor who hugs the loop right next to the pallet is perfectly safe, as is someone who just stands in front of the pallet and doesn't move. I'm locked into running past them and I can't turn around. It's maddening.
Either the scamper or the achievement needs changing, because this sucks.
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@Deathstroke said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747738#Comment_3747738
Adepts were better before when they required hooks and you needed skill to get them on higher ranks. Fine they were too easy on lower ranks but they could change requirement to 10 hooks and 3K. But very rarely challenges or adept are reason for slugging maybe 1 out of 50 times.
But very rarely challenges or adept are reason for slugging maybe 1 out of 50 times.
Maybe for other people. But for me it's the vast majority, like 90%+ of the time that's the reason why I slug for the 4k.
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3k is a win
Doesn't unlock Adepts or this stupid Vecna achievement. Also, there's a boon of points for the killer if they stop all 4 survivors from escaping, which they don't get for a 3k and a hatch escape. Tell BHVR to stop designing the game around denying the hatch.
But yeah, it's boring and I avoid doing it as killer unless there's a Tome Challenge or Achievement that requires it.
And who wants their MMR to go up? That's like choosing to get hit on the head with a grand piano when you were offered a whiffle bat.
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I did my own test, and this is the best answer I got:
@TragicSolitude said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746791#Comment_3746791
Okay, so after a few tests, this is the best answer I have.
Played a match where I got lots of hooks and killed all 4 survivors, got invites and used the invite stuff constantly, and got most/all the party totems: 24,550 event points. Did not burn a Cobbler.
Played a match where I 1-hooked 1 survivor, 2-hooked a second survivor, and 3-hooked the remaining 2 survivors; got invites and used the invite stuff constantly; but I was not lucky enough for party totems to pop up: 13,050 event points. I did burn a Cobbler, which showed me getting double the amount of points for using event hooks, but apparently that amounts to diddly squat.
Finally, I played a match where I got most/all of the party totems, but I didn't really do anything else except grab invites and remote break some doors. I didn't feel like doing anything, so no one got hooked. I did burn a Cobbler, and despite the fact that accepting party totems only showed a reward of 3.5k in-match, I got 50,868 event points. Adding up the amount of points I earned from the match with multipliers and all that, the number does seem to be correct, I was actually rewarded that many points.
The only explanation for that (other than it being bugged) is, despite what it showed in-game, party totems counted for double.
I still cannot figure out how other killers who didn't get party totems earned so damn much, but whatever. The experiment shows that, in terms of event points, you need to burn a Cobbler and get lucky enough for party totems (or I guess party chests, if you're a survivor) to pop up during the match. If you don't get that random event, then you don't earn much in terms of event points.
Makes perfect sense that the stuff I put effort into doing rewards nearly nothing and the totally RNG thing that may or may not happen at all and which I may or may not be able to capitalize on is where the points are, and it requires burning a Cobbler to really pay out. Of course, I'm not playing the characters I'm putting points into; the characters I'm playing in the event don't have Cobblers, they have other BP offerings.
I did that on PS4, 'cause that's where I play killer, but I mostly play on Switch, that's where I need BP. I can't play killer on Switch, but as survivor I'm competing with 3 other survivors for the things that pay out, plus I rarely live very long so I don't earn much for the gameplay points that get the BP multiplier, either. The most I can do with this event is have fun with my friend playing survivor and consider BP gains a bonus, which shouldn't be the case for an event, but maximizing BP gains feels out of my control.
tldr: either the score shown on the scoreboard is bugged, or the only way to get major event points is to both burn a Cobbler and get lucky enough to get Party Totems (or Party Chests?).
For anyone who doesn't know, event points are not affected by BP offerings, they do not get multiplied. The 20k you earned from normal gameplay is what gets affected by Bloody Party Streamers and Cobblers and all that. The 50k event points are just that, 50k. (Numbers given as generic examples.)
The score shown on the scoreboard shows the number of gameplay points (before multipliers) and the number of event points added together. You can't even really guess a person's entire Bloodpoint pull from the match with that number.
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Animation locks are a pain in the ass. Picking survivors up, breaking pallets, vaulting windows, you're stuck in an animation lock, and as killer you can't do anything until after it's finished and it often feels like you should be able to react before the game actually gives you the option, so you can't turn your camera or swing your weapon even though it feels like you should be able to. You're really screwed if you're on controller, I have to run Lightborn because I can't move the camera fast enough.
The more that's able to happen to the killer while they're animation locked, the worse it feels for the player. But when things can't happen during the animation lock, the survivor is confused because it is unintuitive. What's the answer? Well, without heavily altering how the game works, the answer is to give the benefit to the killer. They're stuck in animation lock, and the more vulnerable they are in animation lock, the less likely they are to put themselves in that situation… that means slugging everyone before risking picking anyone up.
Survivors have their own problems with animation locks. I get off the hook, and there's this gap of time where my friend and I are standing there with our thumbs up our asses waiting for the option to heal to pop up. The failed skill check animation sucks, too. Love when I try to let go of healing someone but it decides to have a skill check pop up at the same time, and then not only is there a penalty but I'm also stuck in the animation. Thanks, game!
Can BHVR alter their code so players aren't locked out of doing anything while in an animation? If this were any other developer, I'd say that were at least a possibility. However, BHVR said they can't immediately add perk loadouts to the lobby screens because of the way the lobby screens are coded and it'd be years before they could. So… yeah.
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Ya know, being able to repair the same gen 5 times would be awesome. My feet get awful sore running around the map, if I could just sit in one spot until the exit gates are powered DbD would be the best game ever.
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Usually Botany, Empathy, Self-Care, and WoO.
However, Bardic Inspiration has replaced WoO for now. Luting > Surviving.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746785#Comment_3746785
Exactly. I had a game where a team mate died very early to a Tombstone Myers. Per the HUD, they'd co-completed a gen with another survivor and I saw them unhook the first down but then get grabbed by the Myers near the hook and killed. Despite me being the sole escape that game, that person had the highest bp. I wish I could have asked them how they did it after only spending a few minutes in the game.
Okay, so after a few tests, this is the best answer I have.
Played a match where I got lots of hooks and killed all 4 survivors, got invites and used the invite stuff constantly, and got most/all the party totems: 24,550 event points. Did not burn a Cobbler.
Played a match where I 1-hooked 1 survivor, 2-hooked a second survivor, and 3-hooked the remaining 2 survivors; got invites and used the invite stuff constantly; but I was not lucky enough for party totems to pop up: 13,050 event points. I did burn a Cobbler, which showed me getting double the amount of points for using event hooks, but apparently that amounts to diddly squat.
Finally, I played a match where I got most/all of the party totems, but I didn't really do anything else except grab invites and remote break some doors. I didn't feel like doing anything, so no one got hooked. I did burn a Cobbler, and despite the fact that accepting party totems only showed a reward of 3.5k in-match, I got 50,868 event points. Adding up the amount of points I earned from the match with multipliers and all that, the number does seem to be correct, I was actually rewarded that many points.
The only explanation for that (other than it being bugged) is, despite what it showed in-game, party totems counted for double.
I still cannot figure out how other killers who didn't get party totems earned so damn much, but whatever. The experiment shows that, in terms of event points, you need to burn a Cobbler and get lucky enough for party totems (or I guess party chests, if you're a survivor) to pop up during the match. If you don't get that random event, then you don't earn much in terms of event points.
Makes perfect sense that the stuff I put effort into doing rewards nearly nothing and the totally RNG thing that may or may not happen at all and which I may or may not be able to capitalize on is where the points are, and it requires burning a Cobbler to really pay out. Of course, I'm not playing the characters I'm putting points into; the characters I'm playing in the event don't have Cobblers, they have other BP offerings.
I did that on PS4, 'cause that's where I play killer, but I mostly play on Switch, that's where I need BP. I can't play killer on Switch, but as survivor I'm competing with 3 other survivors for the things that pay out, plus I rarely live very long so I don't earn much for the gameplay points that get the BP multiplier, either. The most I can do with this event is have fun with my friend playing survivor and consider BP gains a bonus, which shouldn't be the case for an event, but maximizing BP gains feels out of my control.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747097#Comment_3747097
I play on the ps4 and I don't have any problem with it, even without headphones i can easily find where the hatch is the moment I ear it 🤷♂️ maybe I just have more playtime or something
I play survivor almost exclusively on Switch.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747091#Comment_3747091
You can like, use a headphone... or something
You think I don't?
Sound is bugged on console. This guy mentions it in the video he just did:
https://www.youtube.com/watch?v=THwJW9p2jUUSame headphones, different results. As I've been saying for years, directional sound in DbD's console port is garbage.
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@RFSa09 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746857#Comment_3746857
If a survivor starts a chase with the killer he'll most likely win the hatch race, because he's the one in front of the killer-
Unless the survivor's on console, in which case they can't tell where the hatch is by sound and they'll get turned around, go in the wrong direction, and the killer will get to close it while the survivor never figures out where it was in the first place…
I lose out on it more than I get it if I'm in chase with the killer. The killer being behind me doesn't matter.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3747063#Comment_3747063
I just had a Ghostface game where I 4k'd them at 5 gens, so extremely fast match and I still got slightly over 250k. 4 Cobblers and 1 Streamer. The longer and more normal matches get close to 350k.
Yeah, I would've made about 250k in that Doc match if there'd been 2 more BP offerings. But I'm trying to figure out the number shown on the scoreboard, where it shows what all 5 participants made. That's before the multipliers but with the event points. I can't make more people burn offerings, but if I can figure out how the points are made in the first place, well, I do have some control over that.
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@Blueberry said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746785#Comment_3746785
As killer you couldn't get much blood points? I'm averaging 250-350k blood points every match. Use remote hook every chance you get and use the pallet destruction when you're at a loop with survivor.
I just did a match as Doc to test this out. I used remote hook every time, and they always went on an event hook. I used remote destruction for every door (I was on Midwich) and every pallet they dropped. I grabbed invitations constantly. I killed three of the survivors. I maxed out Deviousness and Hunter, altogether I got 34,200 in normal gameplay points… and on the end scoreboard it showed 43,475 Bloodpoints. So all that event stuff I did earned me a little over 9k in event points. That's pretty crap. (There were three Screech Cobblers, so altogether I earned 171,383. Not a great result.)
Just before this I had a match against Legion. They single hooked me, double hooked another survivor, and triple hooked the remaining two (and those two were the only survivors who died). They weren't running Distressing and definitely didn't use their power enough to max out Deviousness. They didn't get a single party totem when those went up. They didn't use remote hooking. I saw them kicking pallets, I didn't notice them using remote destruction. And they ended with exactly 80k on the scoreboard. The killer definitely didn't max out the gameplay Bloodpoints (40k), so more than 40k of their total score was event points… but from where??
And this more and more has me thinking there is a visual glitch somewhere, because I cannot make sense of these results.
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@Nazzzak said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3746785#Comment_3746785
Exactly. I had a game where a team mate died very early to a Tombstone Myers. Per the HUD, they'd co-completed a gen with another survivor and I saw them unhook the first down but then get grabbed by the Myers near the hook and killed. Despite me being the sole escape that game, that person had the highest bp. I wish I could have asked them how they did it after only spending a few minutes in the game.
I've seen it said a couple times that it's a visual glitch when the scoreboard shows someone earned a large amount of BP. And sometimes I start to think they were right but (I think) people have posted screenshots here of their scoreboards and how they themselves earned a large amount of BP, so I just… I'm at a loss. And I'm definitely interested to know how to earn some extra points in these Tombstone Mikey matches I'm getting.
If someone knows the trick I'd love to hear it.
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@Nazzzak said:
I just wish I knew how to maximise bp. Last year's event I was getting like 300k average per game. I got so much Prestiging done. This year I'm getting maybe 120k average per game. The only games I'm getting good bp on are the ones where killers purposely two hook everyone then just let us go. I had 3 of those killers in a row yesterday and it was great. But I've said a few times now that locking bp gains behind the mercy of my opponent shouldn't be a thing. My ability to gain bp during the event shouldn't depend on my opponent's mood. That's not fair on survivors or killers.
Yeah, I'm struggling with earning BP, too, and I usually understand and maximize those things. I tried out playing killer a bit on PS4, and I did matches where I double hooked everyone as well as matches where I killed everyone, and I used event hooks and avoided basement hooks, and my BP was not much if any better than a normal non-event match. As survivor, I tried focusing on gens as well as going for the Party Totems and Chests, and I go for invites and activate Quiet mode every chance I get, and I don't get that much for it. I certainly don't profit the way I did last year.
I constantly feel like I don't know what to do with this event.
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I've also noticed myself getting caught on nothing on Coldwind maps. It'll get caught and stutter before jerking forward, I don't know if it's on the seems or what.
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We've been
askingbegging for this for a long, long, long time. I play on PS4 and Switch, the majority of what I do on these forums is bring up console optimization in every context possible. -
The event has mechanics that help killers complete their core objective (hooks and kills) faster.
The event does not have mechanics that help survivors complete their core objective (generators and escaping) faster. In fact, the event has things that distract from gens (Party Totems and Chests) if you want the big points.
There are no new fun mechanics to distract both sides from their core objectives.
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@AbsolutGrndZer0 said:
Okay, just got 4 survivors who PREDROPPED EVERY PALLET.
Yes. I got nothing but pre-droppers or "Pallet? What's a pallet?" types for so, so many matches in a row.
I loathe this challenge. I finally got it done, but I loathe it.
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@Neaxolotl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745893#Comment_3745893
Killer matches are still sub 15 seconds, bonuses are pure liar
So they get matched instantly and get 20k bp, good enough I guess
I tried getting killer matches and was waiting 10 minutes or more. I guess it depends on the area or something.
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Killers get abilities to help them kill survivors, but nothing that distracts from their core objective, nothing fun to play with. So they focus on their core objective of killing survivors.
Survivors then either focus on their objective of gens and rush through them, or they don't touch gens at all and everyone dies with 5 left. Nothing survivors get in this event helps with their core objective of gens.
I've been in a lot of matches where survivors basically give up if the first one gets tunneled out at 5 gens. The match lasts a couple minutes, the killer ends with 20k, and after having tried to do the killer event Tome challenges I know that the wait time in the queue is a lot longer than the matches for these killers. I can't imagine waiting in such a long queue for these matches where survivors concede immediately. What's the point? Is winning because the other side refuses to play fun? That's such a long wait for so little BP. As survivor, it's an instant queue, I die and move on to the next match immediately, so short matches are fine.
Anyway, it makes it feel like pretty garbage event design all around when I'm creating my own fun by memeing which has everything to do with my perks and nothing to do with the event.
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@Krazzik said:
The only thing non-respawning hooks do is create deadzones where you literally can't hook survivors from. That's not fun for anyone since the killer is just forced to slug and survivors HATE getting slugged. I don't really know why anyone would be against this change as it's much healthier for the game on both sides.
Same reason I think Breakdown should be changed.
Boil Over needs a change, too. There's no activation requirement, there's no way to deactivate it, it just always works. I get stuck on the environment sometimes due to normal wiggling, so when I pick up someone with Boil Over, I often sigh and say "Whatever" and bleed them out. That's fine that they want to bleed out, but it's rather tedious for me, bleeding people out is tedious, and that's not what I play video games to do.
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@Darkest_Night said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745835#Comment_3745835
Agreed the current killer queue time is ridiculous.
It's BHVR's fault. They created an event that doesn't add new gameplay elements to have fun with for killers but instead just doubles down on their objective, and so surprise surprise the killers do their objective. Giving survivors new stuff to do isn't useful if you don't give killers new fun stuff to do as well, because if killers aren't devoting time to not killing survivors then survivors don't get to do anything but work on gens and die.
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Right now my gripe is that the killer queue is long, I have to do the killer event Tome challenges on Switch, I hate playing killer on Switch, the performance issues absolutely screw me out of getting these done, it's absolute bullshit that survivors need to hit me with a pallet and I need to be able to fight the input lag and borked fps to activate the Invitation at the right time, and I just hate BHVR for releasing this game on Switch and promising cross-progression which years later we still don't have.
I hate killer-specific event Tome challenges. I hate them. And I can't make survivors throw down pallets, they rush through gens and open the exit gates and then they're asking for a couple minutes of farming and that's way too late, the exit gates are open the Invitations are deactivated, why did you avoid me all match despite me swinging at pallets?
Yeah, I'm very frustrated at the moment. I can deal with the short matches where I get tunneled out when I play survivor, it's stupid but that's fine. This killer ######### on Switch is not fine.
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I don't know about other people, but the killer queue is also crazy long. The 100% queue bonus is to encourage people to play the side with fewer players, which in this case would be the survivor side. The base 50% is the bonus for it being the event mode, and both sides always have that no matter what.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745197#Comment_3745197
I don't think it'll stop slugging either, but let's not try and sell this change as some kind of benefit to survivors.
This doesn't touch on any of the most common reasons for slugging: for the 4k, sabo plays, spite/pettiness.
It's a killer buff, and it's not exactly game breaking, but it's somewhere more than a tiny qol buff and a macro gameplay buff.
It being a killer buff is ok, but trying to claim it's anything else makes it seem really weird at best or disingenuous at worst. Let's call a duck a duck here.
let's not try and sell this change as some kind of benefit to survivors.
I would never say hooks coming back is a benefit to survivors. I was taking a guess at BHVR's mindset, since there seems to be this question of "Why would they do this?"
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@ToastyHaymaker said:
Theres 3? I had Deja Vu on so I figured I did all of them. Guess I missed it
Yeah, I was surprised to discover there are 3 gens down there, too. The achievement gen in the torture room is often the first gen to pop, because at least one if not multiple survivors usually spawn in that room.
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Which two? Three spawn down there: one in a hallway, one in the library, and one in the torture room where the monster is. That last one is the generator that triggers the achievement.
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I don't know about other people, but I would legitimately never play killer again. I don't care whether or not the hooks respawning thing goes live, dead zones are an annoyance but slugging has never bothered me that much. Pallets respawning would be miserable.
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Either it's bugged when it shows it completed, or it's bugged when it then goes back and says it didn't complete. That happened to me as well.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745089#Comment_3745089
The biggest complaint for slugging has always been slugging for the 4k. This does literally nothing to that incredibly common scenario.
As I said:
Not that this will stop slugging
Slugging for the 4k has to do with the hatch mechanic, and reworking that would take a lot of time and effort. Respawning hooks takes like practically no time and effort on BHVR's part. Slugging has been a growing complaint, so I assume this is a reaction (and like I said, not a fix) to that. The biggest complaint I've seen on the forum lately has actually been killers slugging for no reason whatsoever, and this change doesn't help with that, either.
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@fluffyloki64 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745068#Comment_3745068
…. You do realize that killers get hook auras revealed to them when they pick up a survivor right? Survivors don't get to see generator auras at basekit and hooks don't tend to spawn that far apart. I've taken survivors to farther hooks and have been taken to farther hooks without any carrying perks. On the survivor side of this, it is almost entirely up to the killer to chase a survivor or to protect a gen. You should be able to carry a survivor to a hook that isn't the closest hook and pay attention to where your hooks might be. As Killer, hook dead zones are RARELY a problem. Maybe I get better RNG as Killer, or maybe I just avoid those situations to the best of my abilities.
You should be able to carry a survivor to a hook that isn't the closest hook
No, not really. Even normal wiggling throws me around a lot. I'll often get stuck on the environment if I try to get to a farther hook (I get caught on the environment when not carrying anyone, too, that's an annoying part of playing on Switch, but it can feel like I'm completely glued in place if someone's wiggling on my shoulder). And a lot of survivors do run to the same area to get downed, whether they do it on purpose or not.
Anyway, it doesn't really matter. If they choose to forego this and keep hooks broken after a sacrifice, then it'll be as it always has and that's fine, too. I don't mind slugging as killer, and being slugged as survivor isn't necessarily fun but it doesn't bother me that much.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745068#Comment_3745068
But still removing that macro consideration from the game, which is honestly the only one that killers even have to consider at all.
They've essentially made every hook a basement hook.
Survivors have to manage both gens and pallets as macro resources, and any mistakes can potentially cost you the match. I mention gens because 1) it's the equivalent objective, and 2) it sounds ridiculous to even suggest that they make this change to gens. So there's no reason to do it for hooks either.
I assume they're doing it because of the surge in complaints about slugging. Not that this will stop slugging, but the game has a lot of mechanics that encourage slugging. Respawning hooks won't get rid of slugging but will remove one of the mechanics that cause slugging to be necessary.
It's a tradeoff between easier hooks or necessary slugging. It seems half and half: for every complaint about hooks being too easy and never being able to wiggle off, there's also a complaint about too much slugging. There's no making everyone happy, but most survivors would rather be hooked than bleed out.
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@AmpersandUnderscore said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3745013#Comment_3745013
It's removing the macro gameplay from the killer side, at least for creating dead zones.
Why shouldn't you have to consider creating dead zones when completing your objective? If we apply the same thinking to survivors, are they going to add that you can complete the same gen repeatedly after 60 seconds?
After all, avoiding a 3 gen is macro gameplay, and apparently you shouldn't be punished for creating a deaf zone by completing your primary objective.
It's much easier for survivors to choose what gens they do than for killers to choose what hooks they use. When I'm playing killer, I have to take the nearest hook to where the survivor has decided to run or it's a huge risk of of me getting stuck on the environment and them getting off my shoulder. As survivor, if the killer is staying in the same area usually one of us can distract him and still manage to get one of the gens done.
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Being slugged isn't the most fun thing in the world but it really isn't ban worthy. I've forced myself to stay on the ground for four minutes and bleed out when I really want out of a match. As someone who plays on Switch, I can tell you that it doesn't take hooks being permanently broken for survivors to be unhookable: even normal wiggle feels like absolute hell, and Boil Over can be basically impossible to fight.
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@Rose69 said:
So, I may or may not have assumed I wasn't going to get a good answer and got a little impatient…
Clearly got a noob team, too. Felt a little bad for the fur coat Leon. Did try to let the Nea go after getting the hatch but I assume she wasn't trusting me or something. You can see me hesitate a few times but in the end, I got the 4k and the hatch.
Next time I will probably wait longer for a reply.
Glad you got it! The hatch offerings wouldn't have helped on this map, anyway, but Midwich was a nice pull; two-story maps like Midwich and Gideon are usually a lot easier to find the hatch on.
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For survivor right now I'm running meme perks: Diversion (pebble), Bardic Inspiration, Plot Twist, and a variable fourth perk (currently it's Plunderer's, but it could change to something like Invocation: WS or Red Herring).
Hex: Two Can Play is a funny perk to see on killer. I once watched a Myers use that to get a Tombstone kill: it was against a Felix who kept hiding in a locker but decided to come out to blind him a couple times. Second time, Mikey just stepped forward and boom, game over. I was impressed.
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Burn the brown hatch offerings and go for a 3k. Every once in a while when you let everyone escape 3 survivors will leave and 1 will hang back, but that's rare, it could take a while of playing to get lucky where 1 survivor hangs around and you find the hatch.
The hatch offerings are brown and easy to get, so if you burn one and all the survivors burn BP offerings you can still play nice like you have been.
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Prestige 100 isn't really a goal, it's where they stopped because it's a nice round number and who wants to keep designing prestige badges forever. If you make reaching prestige 100 a goal, that's fine, but that's all on you. You don't get anything for reaching prestige 100 except your Bloodwebs becoming all level 50 Bloodwebs, which I've seen some players be very unhappy about.
Also, you can earn Bloodpoints as killer and then put them into a survivor. That's common. Prestige isn't tied to playing a role, I could play as Nemesis for every match ever but instead bring Kate Denson to prestige 100.
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At this point, I fully expect to be tunneled during the event. I run a complete meme build and just go in, grab some invites, throw some pebbles, and sometimes chase the killer around to force them to see me play the lute.
That's my event. Killers can play for real, but I don't have to go hard just because they do. I've had some killers try to force me and one other remaining survivor to stay in the match (most recent one put everyone one the ground, bled my friend out, hooked someone else, then tried to make me and the other remaining survivor do five gens), and Plot Twist is super handy in those situations. Last person can have the hatch, I don't care that it's not me; if one of the last two remaining survivors asked to be hooked telling them "no" is the opposite of nice and I bring the counter to that.
And I do have fun in some matches, it's not like I don't. But then there are the matches where the killer wants to end it with 5 gens left, and I'm just gonna make a mockery of that with my nonsense, because it's ridiculous to take this event seriously.
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I'm having this problem in North America. I'm playing on Switch and I couldn't get a match after having numerous matches just fine. Now it's telling me "Network Connection error", even though it's connected via cable and my PS4 is able to log in just fine. Not sure what's going on.
Edit: Of course after posting this it finally logged in, after many attempts at restarting the game and the system.
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Gotta love how these aren't actually even "community challenges," as that would be the community working together to reach a goal, which means unlimited contributions per player (and for the best results it would be passive rather than requiring selecting it as a challenge, which blocks players from working on other challenges).
What DbD has is an attempted ego boost of "if this many players log in during this time period, everyone gets a bonus" goal with extra steps.
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It sucks that I make damn near no BP as a survivor. The killer kills everyone at 5 gens and earns 40k+, and the survivors in those matches die with between 2k to 8k BP. Why queue up for that as a survivor? That's a waste of time and energy and I already felt burned out after just a few matches of that on the first day.
The event is vicious and unrewarding instead of casual and fun.
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Event points have no cap and are separate from main gameplay points but are shown on the scoreboard at the end. Event points are things like bonuses for hooking on an event hook or completing a generator, picking up an invitation, using an invitation special ability, accepting a Party Totem (3.5k BP), and opening a Party Chest (5k BP).
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I'm not sure what to do with the event at this point. Most of my matches as survivor, I die at five gens left. When I do get a friendly killer, they spend a lot of time standing around watching gens get done and they don't earn many points for it, usually my friend and I are the only ones who offer to be hooked, and I'm bored doing gens and I know the killer is for sure bored watching survivors do gens… I dunno. I wish the event added new gameplay or something casually fun. I could amuse myself sending out ghosts from the Void, I could meme like a crazy person with the Snowmen. This Anniversary event is just hooks and gens, gens and hooks. I can't find casual non-core-gameplay-loop fun with what it gives me. You race against everyone else for Party Totems, if you're lucky you might might find a single Party Chest before the timer is up, and otherwise it's normal gameplay with some magic spells thrown in to confuse everyone who hasn't read the rules to think they're up against a cutthroat hacker.
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Playing one role but putting BP into the other role is pretty common, and if you're doing that you're not getting anniversary offerings on the character you're playing as.
(Before anyone asks, no, I can't play the other role. Killer sucks on Switch, it's not fun, but I put BP into them so that all the perks are unlocked on all of them because there are killer-only Tome challenges. I actually do need to attempt killer again and do the event Tome challenges, but last time I tried it was beyond miserable, I wish there weren't any killer challenges for the event.)
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@HerInfernalMajesty said:
Oh wait, I thought that as long as it was slected that you were contributing to the community goal after the personal goal is met?
I left it selected for a few matches and collected a large number of invitations, but the challenge has always remained at "2/2 (+3)". I'm assuming that means 2 are required, and after that it counted 3 extra (and maxed at 3). I don't know for sure, because I've never seen a community challenge with a "+" after the personal requirement.
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Every other game I play has community challenges that everyone contributes to at all times with no limitations. Not only does DbD require you to select the challenge, but the limitation per player is ridiculously low. Other games, I feel like I'm working with the community towards the goal; in DbD, I don't feel any sense of community, I just did my few and now I can't contribute anymore and I'm just waiting. Because of this, I feel negatively towards community challenges in DbD: I'd prefer no community challenges whatsoever.