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amazing_grace

amazing_grace

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  • @[Deleted User] said:

    https://forum.deadbydaylight.com/en/discussion/comment/2978854#Comment_2978854

    if NOED rewards a killer for not being able to pressure the game, how should be the survivor rewarded for not doing totems at all? at the end of the day, you'd blame the survivor team for not doing totems and congratulate the killer for picking up NOED as a good strategy against the current meta. Right?

    I think the problem with the "do totems" argument with countering NOED is that if it's a semi-decent or good killer, you don't have time to cleanse all the totems around the map. Especially if they have some type of gen regression/slow down perk that allows them to pressure gens after getting hooks. I agree that if the killer is really inexperienced and the gens are flying, then you should expect NOED and stop to do totems. If the killer is so bad that they only have 2-3 hooks by the time 4 gens are done (or 1 hook at 3 gens complete) then it's time to cleanse all totems.

    It's definitely not easy to cleanse all totems for an average player though. Not every survivor knows the spawn location/patterns, and if you cleanse 4/5 totems, you kind of just screwed yourself because the one totem you don't know is the NOED. When it's certain matches that are close, you kind of just have to take your chances and hope that a totem you passed (and didn't cleanse) becomes the NOED instead of cleansing the locations you know and leaving the mystery areas for end game.

  • It's probably the master challenge for David where you have to be in 10 m of the killer. If you see a David and they send you to the Game, expect him to be lurking around. (I still have to complete this challenge)

  • They probably want to look at the specific game you are referencing as in what perks were run, what the killer MMR was, what the survivor mmr was, etc. It was probably the easiest way in their minds to find your games because having a string of 7 numbers they can look for was easier than asking what time did your game start. Probably why they asked for 7 consecutive as well, to make it easier to find and to see how MMR changes based on your feedback/enjoyment.

  • All you have to do is finish one gen and go around and look for the glyph. Same for killer, just hook someone once and they should start appearing. I personally liked doing this challenge with billy because of his mobility. It's definitely not a fun challenge because the glyph spawns are more limited than totem spawns, but at least they give a lot of bp.

  • I think they addressed this in a previous post where they said it's because it takes a lot of time to make sure they follow all the rules and regulations for other countries to run the giveaways/contests. It's probably a combination between costs and time. I can't really say much more on the topic because I don't know the size of BHVR team who would handle this vs. other companies, but it seems like they wished they were able to do more countries as well. You could maybe fault them saying they should plan better and start early enough so paperwork gets through, but again, not sure what the actual processes they have to go through are. I don't think they are doing it out of being biased considering Quebec wasn't included in the last contest.

  • Gosh, that would feel so awful when I'm trying to tell my non-hexed survivor teammates to please leave and they're not getting it XD

    I've seen this idea for a hex totem rework before and I think it isn't the worst thing, but I don't think it would be the best option either. I still feel like survivors can get around this by either designating one person as the person who takes all the hex affects or just not touching them if your hex totems aren't bad enough to avoid. There are some problem interactions though with some hexes where it can be confusing with what gets done. Not too difficult to work around, but definitely makes the perk a little more complicated to newer players (third seal, devour)

  • @ColonGlock said:

    Use the same number on the end game screen with all the player names.

    @burt0r said:

    I would assume use the number on the scoreboard at the end?

    BP offerings, dailies, bloodhunts and so on are incalculable variables.

    So i think they just want the amount of BP from the scoreboard to see the amount of interaction and trial length in relation or something like that.

    Aka was it a fair game where on average 20k BP were earned on both sides or a one-sided stomp with 10k on one and 30k on the other side.

    Just for reference, it's the total amount of bp earned from the match including all multipliers to the score (first tally page of the end game screen). They said they can account for the BBQ visual bug as well.

  • How can they check them if you don't give them any information? I'm pretty sure we have to input the BP so they can find the matches that correspond to the survey response you filled out. Not sure if you should redo them or just keep it consistent and put the last page instead of the first.

  • You can also try to change what your win condition is in your head. About a year ago when I was having really rough matches where I was barely escaping, I decided to just focus on my looping and chase abilities as survivor instead of just trying to escape. I thought it was a win when I performed well and made good macro game decisions on my part.

  • I literally just noticed this as well while playing last weekend.

  • It's the bp amount on the first tally screen page (the number with the multipliers). Since BBQ has had a visual bug lately, not sure what to do there (maybe just don't run it to make things easier).

  • Can't wait to see your progress and I wish you luck. He definitely can be frustrating at times when you overflick or do something silly and get caught in a bush, but very fun to play overall. Have fun with Mr. Bam Bam<3

  • I put down the amount of bloodpoints I received from the match (so the amount with all the multipliers). I think from the wording it says the amount of bp you received, so i interpreted the amount the first game screen showed I got... but it could definitely work for the last page that has the full game summary. I would say choose one and stay consistent and hopefully they track both numbers so they'll accept both because of the slight confusion and vagueness.

  • @YOURFRIEND said:

    https://forum.deadbydaylight.com/en/discussion/comment/2975873#Comment_2975873

    I 4ked five games in a row. It's boring and simple. I've watched streamers play her many times, I get the gist. Even folks who obviously know how to play vs her and leave the loop.... Still get hit. It's the only time playing this game I felt oppressive aside from when I played nurse for a minute.

    You think she's a complex and difficult to pick up killer? That's cute you put yourself up like that. You put down the birds. You hit the mans. You put down the birds. They leave. You hit the mans. Baiting out jukes from survs is the only learning curve there and it works once, per survivor. Then guess what? She got another bird, for free. Comparing her with any subpar killer is laughable. Hell, she's easier than plague and I have a 20 winstreak with her.

    She's definitely a strong killer and can be oppressive to play against without too much difficulty. That being said, you don't have to put other people down because you personally do very well as her. If you are an experienced player, then yeah she will be relatively easy to play. By no means is she an "easy" killer to play though. To be able to use her anti-loop abilities, you will need to know some map knowledge or know how tiles are played. She isn't easy to pick up unless you have a lot of hours in the game or have played other killers before.

  • Bill and The Artist

  • At this point, I have the feeling that they didn't want to release what the reward is because they're still deciding themselves. It seems like they might have a few ideas of what they want to do, but they're waiting until they smoothen everything out before announcing. They probably also don't want to accidentally announce a promise that they might not be able to keep.

    From a business perspective, they probably could be doing this to squeeze in more playtime and get people on the grind because the reward is a mystery. Although, this business decision also comes with some consequences because they risk facing big outlash if the prize they are giving is not "special" enough. From the amount of hype they had in their stream, I feel like they probably just didn't have a concrete decision yet on this topic and that's why they didn't say it. They packed that stream with really big announcements for "cool" things, so leaving this out probably meant they didn't want to promise something that wasnt 100%. It just backfired a little because mankind is too curious for their own good.

  • To me, the only time you can accuse a team of gen rushing is if they're bringing in really strong tool boxes and all are running Prove Theyself and Built to Last. The survivors have to do gens to end the game, so if they're not in chase, gens it is. Don't take what killers say too seriously in end game chat. If you weren't being malicious, don't worry.

  • @Barbarossa2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972322#Comment_2972322

    The simple reason of parity.

    The tome about David, even has the title "The importance of being king" But yet you have the option of not using David, yet there are 4 Twins related challenges that require you to use the Twins, it's not optional.

    I don't know if you realized this or not, but all past tomes have always had more "you must play this killer" challenges than "you must play this survivor" challenge. Usually, the past few tomes only had 1 or 2 "you must play this survivor" challenge, but 3-4 "you must play this killer" challenge. For the simple reason of parity, it wouldn't make sense for them to do anything different for this tome. Now, if level 4 had even more Twins challenges and no more david challenges, then this would be a little strange since it doesn't follow that pattern, but as of now, they are on par to what distribution they've had in past tomes.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972454#Comment_2972454

    ok, I should not have used the word "only" I meant more often than not. I go for the 4k when climbing grades, but after I hit Iri I stop LOL

    And yes, I run Lethal Pursuer and can have two on hook in the first minute ;) Its why I stopped playing billy and bubba so much, chases over so quick and 3k would often no pip me.

    I often let them get unhooks just to get more hooks ;)

    Yeah, I usually let up on the gas when I hit iri 1 for both survivor and killer. It's a grind to get up there, but once there you can coast.

    When I've gone for adepts, I've literally "lost" survivors so they could unhook their teammate so I could get more hooks. So silly.

    Whenever I play killer at night, if I see that I'm in a good position, I'll probably try to 2 hook everyone so I can get more points. I generally don't tunnel ever anyway, but when I get games that survivors struggle, it's so nice to get lots of bp and pips.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972429#Comment_2972429

    I said nothing about easy or not, both sides are easy imo but to pretend killers pip every3k is silly.

    that is not true

    Oh yeah definitely. A killer won't pip every 3k and they won't pip every 4k either. The emblem system is highly flawed in the idea that quick dominating game means pips. Sadly, it literally means balancing and maxing out all the categories (which is why adepts can be so annoying at time). Even with some killers who's powers either don't start a chase (Wraith, Twins, even Huntress cause she's slow) or insta down killers (Bubba) can have problems because they inherently don't get progress towards emblems easily. The only problem I had with what you said was you accused me of being only one sided and you said that "the only way you pip at high mmr and in Red Iri grades is 4k." That statement is simply not true, it's not the "only" way. It probably is the way most killers have to play, but if the killer had good progress in every other emblem, a survivor getting through hatch isn't a deal breaker for a pip. I've had plenty of games where things snowballed and ended quickly where I get no pips and barely any blood points.

  • @DrDeepwound said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972374#Comment_2972374

    PLay killer more, the only way you pip at high mmr and in Red Iri grades is 4k.

    I often let the 4th get hatch and I will not pip. Survs seem to not understand as killer 4k is the only way to pip up. The old emblem system would pip us up with 2k, now 2k is a 0 progress. Now its 4k or no pip most of the time. We arent doing it to be mean, we want that red Iri 1 BP bonus every month

    play killer to red Iri 1 and you will see what I am saying

    I split my time between killer and survivor evenly. I will tell you that getting to IRI 1 killer is way easier than getting to IRI 1 survivor (solo q). You do not need to get a 4k every match to get pips at iri grade. If you want to double pip then yeah you kind of have to, but to just get one pip, you do not need a 4k always. If you split time between chase, gatekeeper, and making sure you get enough hooks throughout the game, you can get 1 pip games. I will say sometimes if you don't get enough hook states because the game went too fast (you just played too well) then yeah, that last hook of the survivor does matter to get a pip. That's just a flaw in their emblem system where quick games that killers dominate they don't get a 1 pip guarantee. I don't think you should assume that other people only play one side unless they say they play only one side. If anything, it seems that you don't change up how you play killer if you think that the only way to pip up at high ranks is getting the 4k.

  • @Aneurysm said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972403#Comment_2972403

    Totems there are often easy to find but awkward to get to. Good for boons, bad for hexes

    Yeah, the second floor totem is so problematic as well. Easy to cleanse, hard to snuff. I once had a game where I was so sad that my devour hope was literally in the open. Luckily I was playing nemi and my zombie's lack of brain got him stuck on the totem so he was camping my devour for a bit.

    I love the aesthetic of the map, but it definitely has so many problem spots for the killer.

  • Literally, the only times I have won on that map is by either defending a three gen or they made a mistake in main building basement. The map is very difficult to play as killer. Sometimes you can get lucky with a totem spawn, but even then this map has been released long enough that most players can still find them.

  • @Gylfie said:

    https://forum.deadbydaylight.com/en/discussion/comment/2972293#Comment_2972293

    I personally think slugging for the 4k is very rude to the person you're slugging and to the survivor that's hiding. It wastes the slugged person's time and prevents them from moving on to the next game, and it makes the person who's hiding feel guilty because now they are wasting the slug's time as well. So what, they're supposed to hand the killer a 4k out of discomfort and guilt towards the slug?

    Just take your 3k and take your chances with the hatch, you've already won at that point anyway.

    Yeah, slugging for the 4k is really annoying. I honestly think it's worse now because of the hatch change because of the literal 50/50 to get hatch. You no longer can just go to where you found the hatch and look for the survivor. The only time I don't blame them for slugging for the 4k is when they're going for adepts. Still super annoying, but understandable at least.

  • I don't think they would be making a bunch of money from new players. I didn't spend any money in this game until I had it for a year, and most people don't even get that far into this game. The way they can keep having the bills get paid is releasing new content that people have to pay for. Plus, this original content can still be bought with iri shards, meaning the player doesn't even have to give them real money (just their time and maybe time=money?).

    Also, wherever you got your numbers for how long it takes to get iri shards is probably skewed or off because that is not a realistic calculation to achieve all the non-licensed characters. First of all, during some of the rift seasons, they have put both the killers and survivors on sale for iri shards, meaning you can buy them for less. This isn't guaranteed obviously, but it shows there are promotionals that survivors can take advantage of. BVHR has also given out free shards as log in rewards. They basically gave out a free character over the last christmas event.

    I have about 1300 hours in the game and I'm only missing 2 killers. I currently have 12,000 shards (saving up for the new chapter). I've only bought the unlicensed characters with iri shards and any paid DLC's I've bought at 50% off from steam sales. I get that people don't have the means to buy content sometimes (especially when you already bought the base game), but they do give you a way to get more content without having to spend a dime (you just have a grind).

  • It's a relatively balanced map in my opinion, definitely though leaning towards being killer sided. The map is small so it's easy to defend gens and move around to patrol. Good mix of safe and unsafe gens. I think what is nice is that even though the map is so small, it has elements that can still help survivors. The occasional bush hide can come in clutch and the breakable walls allow some ability for looping if the killer doesn't break them.

    I think the breakable walls are fine on the map because it's a trade off. You spend a small amount of your time breaking them and making a loop much weaker, or you brute force it and most likely lose the game because you did that. For certain breakable walls, you just have to get rid of them and it basically makes the loop a quick chase because of that.

    I love this map from both killer and survivor side.

  • Since it is an original killer, you would be able to buy it with auric cells or iri shards.

  • Congrats!!

    I'm working on doing this myself right now and it is not easy. I have to take breaks because I can't take the grind for some of them. I don't mind the adepts (usually pretty easy). The Trapper and Nurse ones are going to take me so many games to complete just because of the number requirement.

    I aspire to be like you one day.

  • @TheSubstitute said:

    As a side note, in David's earlier tome I think 'Dead Hardy' is bugged and 'Hatch An Escape' (escape through the Hatch after unlocking it with a key twice) makes me cry for not doing it before the Hatch changes.

    I know I remember reading in one of their patch notes that they were going to fix the bug to the Dead Hardy challenge. Don't know if that ever happened though. And same, wish I realized that the hatch challenge was there when hatch used to be easy.

  • If you are running from one side to the other on this map constantly throughout your match, then you might just be misplaying the map. The map is still huge (not the biggest), but it does still have an interesting design that the edges are strong and the middle is weak. This kind of gives a lot of killers an edge because the middle is easy to defend unhooks.

    You also have to remember that the gens being far apart means that survivors have to take more time to find gens and get to them. The new map also has some easy 3 gen situations that killers can defend. Old haddonfield you could get a 3 gen, but usually it wasn't a reliable strategy.

    The exit gates are complete RNG. They are either decent or they are on opposite ends of the street where you can stand in the middle of the map and see both.

    The houses are pretty strong, but catching survivors in the open can usually guarantee you a free hit. The best bet a survivor has is running to a house and if they can't reach it, then there isn't much for them to work with once you get rid of the mid map pallets. The houses are definitely strong, but they aren't impossible to play, if anything they are either as strong as before or a little weaker because of the amount of stagger fall and open exits on the second floors.

    If you get anyone hooked in main building (either basement or second floor hook) it's basically a gg. That basement is incredibly hard to enter without getting hit and almost impossible to leave without getting downed. You don't even need to camp the basement, just camp the house and keep an eye on the entrance and exits.

    Overall, yes the map is still strong, but it's much better than what it was before. You could argue that making a map have really strong areas surrounded by deadzones doesn't make a map balanced, but I think a lot of killers prefer current haddonfield over old one.

  • I mean, if you type "bill bill bill" it gets censored, and as a bill main, this makes me sad when I can't hype up other bills.

  • @StarLost said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971079#Comment_2971079

    Huh.

    As far as I know, a DC gives credit for a single hook state. But I could easily be wrong.

    Unless they changed it recently, the description of the devout emblem specifically says you must complete nine hook ACTIONS. So in theory, a DC wouldn't count unless they DCed on the hook (you already completed the action). Hence why you get really screwed if survivors suicide on hook, go to second stage, or never get rescued.

  • @BrokenSouI said:

    https://forum.deadbydaylight.com/en/discussion/comment/2971027#Comment_2971027

    https://forum.deadbydaylight.com/en/discussion/comment/2971068#Comment_2971068

    Def not visual. Nowhere does BBQ points get added. I need someone to point me to secret account they're going to. For the people who say it's working

    All of yesterday. The only extra points I got was from the blood hunt and streamers/puddings

    If I remember, I'll try it out tonight and see if it works for me. You aren't the only one I've seen that says it doesn't work. It would be really tragic if this bug only affected some people and not others because then it's really confusing with what might be wrong.

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970970#Comment_2970970

    Ruthless wins your games and if survivors don't save the hooked guy soon enough I go back to the hook make sure he gets second hook. But usually im able to find survivor to chase so it's usually not problem. Sometimes they don't even save hooked guy when you are other side of the map.

    But usually I never manage to be as toxic killer as some of those who I play agains't as survivor. It's just too cruel to be loser like them. Agains't swf you gotta be little cruel thought but I never tunnel at 5 gens. Usually when I take first out there is 2 gens left. When I do super tunnel it's usually the team's best looper who manages to make me mad. It's probably most stupid thing to do as killer but sometimes it even works.

    I finally got the iri devout as well. It was lot of work to get in one of the mathes I actually had to let second last survivor to wiggle out and save the one on the hook. Poor survivor thought I was going to farm with them. Well at least it's not as cruel as some killers who close hatch on survivor face or let them open the exit gate but hit them immediatelly and mori them or hook.

    I'm glad you got it. Yeah, I've pulled the zig zag pathing to let the unhook happen so that I could get my last few hooks. When I do adept for killers I've done this to guarantee those 9 hooks. It's really sad when killers get rewarded by mmr system when they tunnel at 5 gens because a lot of the times they get away with it. I will say though that being hard tunneled but successfully escaping the match is the best feeling in the world. I had a nemi who tried to hard tunnel me out of the game, and he just eventually dropped chase with me because he lost 4 gens already (Red Forest Mother's Dwelling, decent main building helped me and some spicy jukes). A zarina somehow got hit with NOED and then he proceeded to take his anger out on her by hitting her on hook until she died. DBD be like that sometimes.

  • @Barbarossa2020 said:

    Then why do the challenges, (Thus far) not require you to play David? Only to use his perks?

    Seems a bit odd that the Twins challenges require you to play the Twins, But you can do the David challenges with anyone.

    Edit: and to iterate the point the memory is called "the importance of being king." Yet you dont have to play "The King"

    I hope you are happy now:( The David specific tome challenge is pain. Pure pain. They didn't make a "fun" David challenge, but just an annoying one that takes a bit of luck and not optimal gameplay.

  • BBQ has had this visual bug for awhile now. I would play a game and look at your total BP in the corner and then look at it after the match and do the math to see if it is completely visual still.

  • I actually like all these small suggestions. They would be nice changes and maybe sometime in the distant future they can implement stuff like this. (It seems like they are already doing a bunch of stuff for the rest of the year, so I doubt they'll be thinking of anything else for game health, but here's hoping.)

  • Literally had a farming match yesterday with a trapper who pulled me off a hook I was saboing and then hooked me and straight up hooked me again right after I got unhooked. Then in end game he hooks me and kills me by "accident." I understand because I guess he just forgot, but really dude, the only other hook he had in that game was one on my teammate and he decides to "accidentally" three hook me. We were all unique survivors as well. I felt betrayed a little bit.

  • @Rogue11 said:

    https://forum.deadbydaylight.com/en/discussion/comment/2970754#Comment_2970754

    How is it exactly "easy to counter" when she can force you off gens while also camping the hook? DMS update was a terrible idea when Artist exists.

    I would agree this strat isn't "easy to counter," but it can be counterable maybe. Basically, once you're forced off the gen you're working on, you just hop onto another gen and rinse and repeat and hope that you can get a little progress on all of them slowly. This artist strat is very annoying though because it basically guarantees a 4k and is extremely boring to play as. Camping someone and blocking all the gens is just not a fun or skilled way to play here. Very hard to counter and I'm glad that the few artist players don't do this. (I main artist)

  • @Deathstroke said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969951#Comment_2969951

    Sounds you play very fairly I respect that. I try to hook everyone twice when I have good games as killer and as survivor so im more friendly then. But however when I get hard tunneled or killers are just very toxic for no reason I became toxic killer too.

    Like today my team brought two cakes and killer hard tunneled and camped when he already dominated the game and there was 4 gens left. For me it was not possible to get good points my teammates were bad and killer took advantage of that and I ended up dying on first hook. Killer was rewarded he got good points unfortunately. Killers like him just show for me that survivors don't need nerfs anymore but killers do and killers are always the most toxic ones.

    But back go my original post I also played games where I got 11 hooks but one bleed out on the ground as blendette hid probably in corner of the map and didn't help I regret not using deerstalker in that game. I played very fairly that one as I hooked everyone twice before killing anyone. For me iri gatekeeper is usually easier than iri devout. It's easier to stop gens than get 12 hooks and not do bit of camping. I also use gen slow down build and im pretty good avoiding quick 2 gen pop before first hook.

    Yeah, I certainly have my games where I play a little more ruthless like securing a second stage or if I have to proxy camp because the gens are too far to defend. I don't blame you for getting salty from time to time, it's sometimes very hard to keep your cool when other players ruin your experience by just going overkill or doing unnecessary things. As long as you're not slapping someone on hook or hard tunneling at 5 gens, then don't feel like you're being too "toxic."

    And yeah, if your style is more dominate the early game and get instant pressure that pulls them off gens, then I can see how getting iri gatekeeper might be easier. I usually either play for the snowball or just the mid-late game pressure. My endgames are sometimes where I secure a 4k. Most of my killers that I play are ones that need set up or I just don't mind losing a gen early.

    Good luck with iri devout. My best tip is to count each time you hook and get out of there. I've been screwed over because of bad survivors who don't rescue their teammate and then I lose a hook stage because they either go to second or die on hook. It's literally the worst when you just need one or two more hooks but they let them die instead of rescuing.

  • I wonder if they had it being a challenge of being in chase for a certain period of time with only no mither if it would have been better. I'm not looking forward to doing this challenge.

  • I think they addressed this issue because it was a clear way of exploiting the game. Was it the best way to fix the problem? That's more debatable, but people knew that this "strat" was cheesy and could get people killed if they were lucky. Even though you never encountered it personally, I had encountered it quite a few times and it didn't help that streamers/youtubers were also doing this "strat" which made it more public or at least made some people think "Oh what fun let me do it too." From survivor side, going against something like this feels really bad because you've been waiting in a queue to play a game but end up maybe dying by chance because you had no way to counter it.

    I will agree though that they could add some small buffs to pig in the process instead of just changing her basekit to fix exploits that not everyone did. It's just a situation where people abused her add-on and now everyone gets punished by them just changing her without her getting proper buffs or QoL changes.

  • When survivors decide to Suicide on hook and someone rescues them but they go down and then they refuse to let you heal them and instead crawl around on the floor until they bleed out. If you didn't want to play, why did you queue up for a match. Why won't you let me pick you up so you can at least run at the killer instead of bleeding out on the ground for 4 minutes????

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969951#Comment_2969951

    That is a really good point in this particular context. I just, personally, hate the medal system. But you are correct.

    Oh yeah definitely. The emblem system is so flawed and you can have really great games that you get barely any emblems because of how the killer is designed. Like, that's so ridiculous at times. It's terrible for survivor as well. The system only looks good when it is the most optimal situation, but literally anything that deviates from 100% optimal, the system falls apart and you can see the cracks in it.

  • @ThiccBudhha said:

    https://forum.deadbydaylight.com/en/discussion/comment/2969930#Comment_2969930

    If you get nine hooks, the game was not even close to balanced. Maybe if you hyper tunneled the first two and got lucky with the last two cooperating with you instead of playing for hatch. But still, I wouldn't call that easy as it requires the other side to help you...

    I would just use a low mmr killer to do that in one try as opposed to attempting it on your main.

    That's a fair opinion. I don't know how you play, but generally I try to 2 hook people because I get more bloodpoints and I don't want to tunnel people just cause I know how it feels. With how I play, I would consider getting 9 hooks balanced because that could mean I 2 hooked everyone and got 1-2 kills. For my win conditions on how I play killer, I would call this a draw, but I totally get that most people do not play like this.

    I also didn't call this easy to do, I just meant that it isn't the hardest one in my opinion. I feel like Gatekeeper is harder to get because you basically have to dominate the early game and make sure the gens don't fly too fast and then guarantee that gates don't get opened. It's definitely not easy to have a good game like this when you're going against sweaty survivors, but considering OP was able to mori their survivors, it probably means they have enough games that they dominate where they should be able to get 9 hooks.

  • I'm glad they don't make them easy as cake because I enjoy doing the challenges. They definitely give me a secondary objective to do which spices up the game and usually more time consuming ones/harder ones have more BP going along with it. Considering I finished the first two levels within 3 days, I don't mind them ramping each level up a little more. It does suck for those who want to speed through the rift, but you're going to have to play more games to get the rift done anyway (can't just rely on frags from the tomes).

  • Yeah, it seems that you're misunderstanding on how to get Devout iridescent. I don't know how it was before, but since I've been playing killer, it's always been 9 or more hooks. So yes, this is difficult if you are just having a bad game, but this emblem definitely isn't hard to get if you're playing a relatively normal balanced game. Just be careful that you actually hook 9 times. If they reached second stage, it still only counts as you hooking them 1 time. So just make sure you two hook everyone and then just kill one survivor and you should get it. I don't know why you are trying to mori them if you want iri devout, but that's the main place you're going wrong.

  • I played mostly survivor but I had a few killer games as well. From survivor side, they were very sweaty games usually, but I personally didn't have many games where survivors were DCing. I had one survivor who tried to suicide, but then when they got downed, they refused to let anyone pick them up the whole game. (Actually was an epic game that played out in the end, still a 2 man out). From killer side, I didn't notice a change in how the survivors I played against played. I was playing more chill though so maybe they didn't feel the need to DC.

  • From what I've seen on the Forums, Mandytalks has said a bunch that BHVR doesn't tolerate abusive language and harassment. So given that you are doing full reports and giving screenshots, I would assume that the people most likely have some consequence if BHVR deems the insults to qualify as harassment. I encourage you to keep doing what you're doing if you keep receiving harsh comments because no one deserves that.

  • Yeah, this definitely wouldn't be a good thing because sometimes it's just tactical to wait at the exit gate for those extra few seconds until the killer pushes you out. This is not the case always, but standing at the exit gate when you know the killer is near is sometimes a good thing because it will draw the killer to push you out so that your teammate on the opposite gate has enough time to open it and leave. Wasting time at the exit gate is sometimes just a tactical distraction.

    I do agree though that it is unnecessary for survivors to have this mentality of "watch me leave please." The good thing is that if you know the game was rough and they're just waiting there to click in your face and tbag you, you can just go around the map get some extra points by breaking stuff. Leave the end game before anyone says anything and they don't get any satisfaction for grinding your gears. People are trolls, don't let them get to you.

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