UMCorian
UMCorian
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- UMCorian
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Nurse is the lowest kill rate killer in the game. By the Devs own logic, where are her buffs?
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Funny thing is every survivor in the game who does this or defends it in this thread are the absolute first to cry about it when the killer BMs them on hook. So many can give it but can't take it.
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I probably play killer a little more than survivor, but not much. Survivor is definitely more fun than killer these days IMHO. Which is good - it can't suck to be Survivor - but yeah... it's tough to be killer.
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Getting rescued by someone with BT while having Off the Record might as well play the Super Mario Bros. Invincible theme.
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Interesting. The effect is now basically just giving the older version of BT to everyone. Think it was 12 seconds before, now it's 10 + Haste.
With that change, is it even going to be possible to do an unsafe hook now?
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@StarLost said:
Sigh.
Here we go again.
- What discussions?
- I looked. I found one guy with a Nurse streak and Otz, and the only major streak he's managed was during MMR testing.
- You're kidding, right? There are SWFs with 100 escapes +
- CoH...what? CoH was barely nerfed, and it's still amazing.
- Dead Hard was so imbalanced that it was creeping up on 75% useage at higher MMRs.
- This game is not and cannot be balanced around solos.
Quick point: I think the game has to be balanced around solos first - I'm willing to bet the vast majority of players queue solo.
If and when you accomplish that, you can then add penalties to SWFs to prevent the game from being outright trivial, be it MMR inflation or certain static penalties applied to each member of a SWF, scaling based on how many members are in the SWF.
That's the way I think it should be done IMHO.
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The survivor meta had to be changed. The way the game was balanced basically reduced the almost 100 perk pool to 8.
DS was so pervasive and punishing that at the top 1/3rd ranks, survivors had an effective 5 perk slots if they *didn't* run DS, because a killer couldn't dare risk not playing around it. Same with DH. Killers would take an extra 2-3 seconds before ending a chase to play around it AND because it had a built in sprint, you could use it to extend chases with no counterplay.
So you got benefit from those perks, whether you ran them or not, just simply because they exist. That's too strong.
The problem - as always - is at low to mid ranks, Survivors have never been OP. The game is much easier for a bad or average killer than it is for a bad or average survivor.
You try to make killer fun at high end with blanket nerfs to survivor, the mid to low survivor experience swings very out-of-whack. If the game is miserable at low to mid ranks, most quit before getting good.
Not really sure what BHVR can do to achieve reasonable balance across all ranks than have different rules at different MMR.
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@Mazoobi said:
They reduced the grind through several methods but in return nerfed the BP aspects to the best BP berks (WGLF & BBQ).
I believe it was to make sure players were not making BP too fast and make the mentioned perks appealing for their specific effects and not for the BP bonuses.
Since prestiging characters to the max level (100) is optional, I suppose the grind is a lot better but I wish they still kept the bonuses in since I do like prestiging my characters and had all of my survivors P3'd before the whole BP/prestige overhaul.
How does that improve the grind in your opinion? I'm really not understanding what they're trying to accomplish by making it take mroe BP to get teachables but giving you less BP per match.
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The more I see, DBD's issues are less about Killers not being able to get kills when appropriately matched... it's more how it feels to play Killer and big disconnects between what BHVR thinks is a "good showing" for a killer, what the community thinks a good showing is and how BHVR rewards less than stellar killer games.
As a personal ancedote, I remember 2 kill games where I've depipped, as an example. 3 kill "draws" where I gain no pips. 4 kill games that award only 1 pip. For a team that says "2 kills is a draw game, 3 is a winning game for a killer"... their scoring system doesn't really align with that philosophy.
That and this game does have one of the most toxic communities in general - killer gets exposed to 4x more of it than survivor does. Math basically says Killer has to deal with much more toxicity, which can easily lead to decent/ average matches leaving a bad taste in their mouth.
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2727167#Comment_2727167
No, this absolutely needs to happen. If they allow SWFs to remain in this grey area where they have way more information than the game intends anyone to, they're going to keep balancing for solo queue all the time (see: Pig, Cenobite, Wraith, Undying) and SWFs will remain the kryptonite that they are.
I'd take a growing pains period if we could finally get this game's 5-year juggernaut addressed. The gap has to be slimmed or killer will never be balanced.
Besides, solos are never going to coordinate as well or aggressively as players who are on Discord together.
Fair enough. I just really hope that when they make these changes, they commit themselves to making SWF vs. Solo is a comparable experience from both the Killer & Survivor side... and they just start handing out killer buffs at the same time, balancing them against current SWF numbers. I'm just worried they'll make these changes to improve the solo queue experience, then do nothing for months - or even a full year - while the killer experience continues to degenerate even more.
Given the speed killer buffs tend to happen, I'm very skeptical they'll do this and at this rate, in my region in the evening, the queue feels longer than games do for Survivor at times... and it's just going to get worse. I've already gone from a 10-90% killer main to a 70-30% survivor main, simply because every, single, killer game - win or lose - just feels like an absolute sweatfest that gets old quickly.
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I know I'm just jaded, probably watch a few too many Tru videos, but I just read this whole thing as basically: "We want games with Solo Survivors to be just as frustrating for Killer as going against a SWF."
I know they said it'll allow them to balance killer better... but how many months will it take to get that data? How many months then to make unilateral changes across all killers? From start to finish, a full year maybe?
The queue is already too long as a Survivor. We don't need more reasons for less killers to queue up.
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The perk Dead Hard will only get touched or fall out of the meta when BHVR deletes it and gives it to all Survivors baseline.
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Hag is far and away my most successful killer. She can be bullied at high MMR, however.
Few tips:
1.) Never, ever EVER run the addons that increase the traps trigger range. That opens the door for you to be bullied. That should come with a +BloodPoint bonus like all meme perks.
2.) A few perks synergize ridiculously well with Hag. These three are always on my sweaty Hag builds.
A.) Monitor and Abuse. This actually gives Hag chase potential. Being the smallest killer + having a smaller terror radius than most even more greatly reduced, you can sometimes get next to a survivor before they even react - and even grab them on indoor maps from around a corner, since survivors hear your terror radius and may assume you're still a ways off.
B.) Make your Choice. Hag doesn't need to proxy camp hooks, your trap will do that for you. If they trip the trap and unhook, teleport and 1 shot the rescuer. They don't trip your trap? Guess what, you have time to run back since they're 95% likely to be crawling away or healing on the spot.
C.) Franklin's Demise. Boy are survivors salty when they bring a med kit or flashlight and can't use it to self-heal or troll. They'll do anything to get it back. Smack a survivor, don't chase, trap the fallen item. Savvy Survivors will figure it out quickly, but nonetheless, the time they'll waste circling back for the item, crawling over your trap to get it, and crawling back away - each hit - wastes more time than Ruin or Pop ever does. Best game slowing perk in DBD when used by Hag.
D.) I usually just run BBQ for the Bloodpoints, but it doesn't synergize too well with anything else. Does give you an idea what gen folks are working on and where to start trapping next... but if I really wanna go full sweaty, I'd probably pick Ruin or Pop.
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I genuinely think it's harder to be a good Billy than it is to be a good Nurse.
Not that I'm really good at either of these killers, but after a few games with Nurse, things start to click. Billy? I cannot land a Chainsaw to save my life. The only chance I have is if the survivor is nice enough to Shift-W for a few seconds and not make any turns.
I think Billy's real downfall is that Bubba exists. Playing Bubba vs. Billy, it's like running the meme version of a killer. Why would anyone do that to themselves unless they're just looking for Ultra Hard mode?
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@Sonzaishinai said:
https://forum.deadbydaylight.com/en/discussion/comment/2687958#Comment_2687958
Play trapper
You can fake placing a trap at their feet, and when they jump out get a free hit
I've played 3 matched and found 3 ways to not only deny the cosmetic but also to turn their so called safe haven into a death trap
I don't think killers need to complain about this one
Sorta reminds me of playing Trapper vs. Survivors who think diving into a locker to make me eat DS is a good idea.
*place trap in front of locker, walk away*
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@Tricksters_Wife said:
I try my best not to tunnel — sometimes this causes my downfall in a game and I'll end up with 1 or no kills, but everyone will be on their last hook stage. So around 8. At first it sucks, but I remember a DBD meme that said "if everyone escapes on last hook stage you're not a bad killer you just wanted everyone to have fun and didn't tunnel" and it instantly makes me feel better.
I let the survivors choose the weapons we fight with.
If gens are slow, I'll take bad chases for fun, allow unhooks without contest... etc.
If gens are very efficient, I play as best I can without going overboard (facecamping/deliberately tunneling). Proxy camping is on the table if I'm behind on hooks.
If survivor goes clicky clicky or baggy baggy... well... I do anything I want. :)
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But I'm too busy being a snowman. :(
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Standing in the exit gate is one thing. I do it all the time for these reasons:
1.) Just to make sure all the other survivors left get out safely. If a wounded survivor is running toward me chased by the killer and I'm not wounded (and there's no NOED), I can take a protection hit for them.
2.) Possibly get more Altruism for healing someone or letting someone heal me.
3.) Give the killer a free hit/power use so they get more BP.
But clicking and teabagging in the exit gate is 100% different.
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@throwaway79465468797 said:
I cant see VHS or even Propnight being serious competitors with DBD. They are way more kid friendly and give off a very different atmosphere altogether. As far as just having other asymmetrical games on the market, yeah. They kinda have competition there
You explained it in a way that was eluding me.
Maybe it's the coloration, the artistic design... but VHS just gives off such a "baby's first asymmetric horror" game vibe that just makes it seem so unappealing for me. I'll keep an open mind, especially when it's done and actually out and DBD streamers try it then, but I seriously doubt this game is going to have much appeal for me.
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/comment/2674235#Comment_2674235
This is my big gripe - one toxic game turns all my remaining games of the evening into brutal grudge matches, which isn't fun for me (or the survivors either I'm guessing).
This - 100%.
It's uncanny how much a toxic survivor who's better at the game has the ability to make a killer feel really bad.
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@Impartiality said:
This whole thread and most of these replies just show how entitled killers are on this forum.
How can people possible say it’s fine for survivors to lose and die but if killers lose it’s such a big deal and the game isn’t fun.
You all need to just stop thinking a 4K is expected and just play the game to have fun and improve. If your goal is to improve rather than winning you will keep getting better rather than just complain all the time
I don't see it as killer entitlement - I genuinely think most killers would like it if the game felt better if you only got 2 kills.
The problem is the game and the community as a whole. The game kicks Killers in the nuts who only get 2 kills, despite the devs saying: "2 kills, 2 escapes is what we go for"... so when the game works as intended, at least 2 survivors get pips and the killer, most likely, doesn't... unless it was a silly game that went 20 minutes for 10 hooks or something
Then you have the community perception, which is just a much larger problem IMHO. If a killer doesn't kill them, so many Survivors think they can click, teabag and make absolute asses of themselves. Heck, it's the highest unvoted post in this thread, the second one.
I'm not saying there aren't toxic killers too, but a killer is 4x more likely to run into toxic people than survivors as that's the nature of the beast.
I genuinely have no idea how to fix that.
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@pseudechis said:
since a bunch of killers switched up to survivor and realised how easy it is.
It really is quite forgiving to play survivor, you don't even need to focus on locational sounds so you can listen to music or watch a movie while you play.
There will be games where you get outplayed by good killers and have to focus but man they are 1 in 10 maybe at least in my experience.
You get the occasional toxic killer who acts like a jerk and then has a meltdown post game but I'd say again you get that 1 in 10 or more games compared to playing killer. I'd say as killer you get at least one if not a whole team of toxic survivors who feed off each other and want to abuse you every 3-4 games. Even with a thick skin and a complete understanding that it doesn't matter at all it still gets tiresome after a while.
I'd say half the relaxing element that comes from playing survivor stems from the great reduction in negative interactions you have with players who want to rage at you.
This. 100%.
I fit this criteria where I was like 90% killer, 10% Survivor. Since switching mostly to Survivor, the game literally has shifted genres for me to a game I can play after work to relax.
Killer is so damn stressful and they just keep making it more and more stressful every patch it seems... that I can't ever see myself playing it again consistently.
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@Lochnload_exe said:
https://forum.deadbydaylight.com/en/discussion/297634/as-a-killer-the-game-feels-bad-if-you-dont-4k
I'd actually say the opposite. As killer if I play really good and get hooks but don't get 4 kills, I still get good amount of BP, it feels great, but as Survivor even playing a good match then escaping doesn't feel rewarding, you get so little BP as survivor.
Not to mention as killer I can just bring BBQ and play really casually and lose and get even more BP
I think that's how they want folks to feel, but they're sorta relying on the players themselves to shift community perception.
Problem is, I do feel this view is a minority one in the community at large... and I wonder if there's something the Devs could do in the design philosophy or even just the way they frame things to make a 2K game with lots of hooks feel like a victory rather than a defeat.
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@pinkpowerranger said:
Its a 4v1, if there are any survivors able to teabag you at the exit gates and leave then their team won. Unless hatch was closed first... a 2k should feel like a loss but the good thing is that it's just a game and you don't really have to feel bad as long as you had fun
I almost wonder if, on some level, the solution would be to give killer an easy means of being equally toxic and disrespectful.
Like give Killers a Taunt emote they can spam, or allow all killers to crouch like Ghostface so they can rapidly teabag next to hook... or have an emote that's loud and annoying like flashlight clicking.
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@Krimbar said:
But it's 1v4, 4 humans against 1
If the killer loses, only one person loses
If the survivors lose, 4 people can potentially lose
It's clearly important that 4Ks aren't the norm. I can agree with this.
The problem is the game manages to somehow make it feel like anything but a 4K is a loss for the killer.
One thing they said in a recent interview is the Survivors are playing 1 game vs. a Killer, and if they survive they win and should still feel good. And Survivors do still feel good, even if 3 other survivors die.
How many times do you have a 2K game where the last two survivors are teabagging like nuts while clicking their flashlights in the exit. It's like: "Why are you so happy, exactly? This was a draw game at best."
I think if they found a way to make 1K or 2K games still feel good for the killer, there would be less need to always 3K or 4K in order to feel like you did well.
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The only real easy way to reduce it would be the remove end game chat... or only allow a couple of canned responses like "GG" or "Well played"... then the most toxic thing you'd get is probably someone spamming that as a community understood way of meaning the opposite... lol
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Also a killer main, but get some perspective dude.
Every minute of DBD that gets played, 80% of that is experienced from the Survivor side. Survivor side has to come first. It's far more punishing for them if killers have elements that are unfun to play against - so they'll always go after the killer side of the game bullishly and take great, great care before changing anything that makes it harder on Survivors.
I suspect the DS nerfs earlier this year were something the devs were having stress dreams about. They knew it had to be done, but the mental gymnastics they were using to leave DS as is was getting absurd. Like they literally argued themselves into a corner when they nerfed Pop for basically the same exact reason DS needed to be nerfed... and the community called them on it so hard.
Fortunately, they seem to have worked out OK.
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Yeah IDK.
Look, I get it, Devs need to make sure the game stays fun, fresh and interesting for Survivors. Survivors gotta come first: For every hour of DBD that gets played, 80% of that time is played by Survivors...
... but Boon Totems just sound like a horrible, horrible idea.
The logistics sound terrible, adding a killer objective right now is not a good idea. But more to the point, I can't even imagine how strong they're going to be as, by design, they have to be better than non Boon perks.
What stupidly strong perk is going to make a Survivor want to give up DH, DS or BT and eager to bless some totems? This is going to be horrifying.
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I don't like removing his chain - it's part of his identity.
I think his current nerf is absolutely nonsense - you can just literally rename him Worse Huntress at this point - but if his kill rate sinks too far, there's other levers they can pull. Make his reload timer much faster, as an example.
But no, keep his chain - it's very thematic and cool.
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@kate_best_girl said:
Besides the unwarranted spirit nerfs yeah this patch is great.
Spirit and Deathslinger probably needed to be addressed. The problem is, they're basically scorched earthing these killers.
"Spirit could force 50/50 mindgames with no counterplay."
"Deathslinger makes lose/lose situations for Survivors with little counterplay."
Their response is: "OK, now they can't do that."
Hm. Well, Deathslinger in particular was a mid-tier killer. Anything he can do to sorta make up for it? No. So now he's just really bad & inefficient Huntress? Yes.
Meanwhile Spirit was top tier - but wait, now Survivors never have to worry about the 50/50, they can see AND hear her in Spirit Walk at all times? How is this killer going to be viable now?
They certainly have stopped touching killers with kiddy gloves, that's for sure. They just grab the issue by the neck, dunk it in a barrel of water and hold it there until it drowns.
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@Sickerton said:
https://forum.deadbydaylight.com/en/discussion/comment/2524362#Comment_2524362
Honestly, what worries me about these perks are that I cannot think of an effect or benefit which could simultaneously make one worth a Survivor perk slot and not make it fresh hell for the Killer. Boon perks have to compete with the current Survivor meta perks, while somehow not being as impactful as any of them to the other side, all while balanced around the idea that they aren't guaranteed help and can be effectively 'Lost'.
This has me worried as well.
What I hope they do is take the strong meta perks (DS, BT, UB, DH) and make them into Boon Perks as well. That way Boon Perks don't feel like they have to be better than these perks to justify themselves.
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I think a killer main complaining about keys after this update will meme himself.
The hatch doesn't spawn until there's only 1 survivor left. That really solves the biggest gripe about keys. Combine that with the fact the key is only useful if the killer seals the hatch first... their whole purpose now is just to give a Survivor 1 last card to play when basically all is lost.
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@nicnc82 said:
I mean killers got the key changes they wanted. But you're never happy lol. Yall should know when you cry for survivor nerfs and get them, survivors get something else strong..
I'm a 60/40 killer player. I play killer 60%. The changes didn't bother me and I welcome more challenges. I don't want easy killer games. I also never camp and tunnel. But I also rarely use totem perks. I think this is a good way for killers to decide more is camping and tunneling worth it? They have a totem now helping them
Key changes probably should have happened with Mori changes. I suspect they were keeping the Key Change in their back pocket for an update where they pretty much destroy two killers. lol
Joking aside, I'm fine with the idea Boon Totems - I like the fact a Survivor needs to look for a dull totem and Bless it (which I hope takes considerable time - maybe as long as destroying a totem?) to get the benefits. Giving survivors things to do that isn't attach their face to a gen is an inadvertent killer buff.
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People are kinda forgetting that good Huntresses would often throw at close range, then follow up with an M1, as throwing has a very short recovery.
That's one of the areas a highly skilled Huntress can save a lot of time and make up ground, effectively making it so she only has to win 1 chase to down an enemy.
Deathslinger has no means to speed this up. Even assuming perfect accuracy, he needs to shoot, hit, reel in, damage, reload... for every health state. Now with 32 Terror Radius, he's going to have to win two chases every time he gets a down.
I'll try to keep an open mind, but I don't think I've ever seen a killer nerfed into the ground as brutally as Deathslinger is going to be... save maybe for Spirit this patch. But that's another thread. lol
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As long as only 1 survivor gets to escape via Key, I'm happy with the change.
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@Labrac said:
At least read the whole thing...
Sorry at work - just get the highlights as they get talked about.
Great to hear they're finally doing something about keys too.
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Bubba has a dress. That counts.
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@FreakPrince said:
https://forum.deadbydaylight.com/en/discussion/comment/2514225#Comment_2514225
Survivor queue times are practically instant since the MMR came.
That doesn't surprise me at low, mid or even mid-high ranks.
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@JohnWick Yeah, that's pretty stupid. The difference between playing an Anti-Loop Killer and an M1 killer is extreme. They should 100% have very little correlation.
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I think the problem is MMR basically highlights two things:
1.) This game is Survivor favored.
2.) As a result, the only way to reliably climb in MMR as Killer, at the highest levels is to play, is to play killers that limit the amount of counterplay survivors have.
At high MMR, this game basically becomes "Dead By Spirit"... since she (and Nurse) are the only Killers you can actually get to that extreme MMR on Killer side.
Prediction: In a few weeks, the most complained about thing will be high MMR survivor queue times.
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@M1MASTER said:
https://forum.deadbydaylight.com/en/discussion/comment/2489329#Comment_2489329
He dropped to mid tier because even though he has mobility (IF the map is good for him), his chainsaw is way easier to deal with now that his add-ons got completely destroyed. Base Billy was never amazing and against good survivors he's mostly an M1 killer with mobility. Out of the high mobilty killers he's also the one who suffers from indoor maps the most.
He's just not strong enough anymore for effort you have to put in, and the competition got better, so now he's just kind of outdated.
Sorry, I wasn't clear in my post here - what I meant was Billy is ridiculously overrated IMHO. I would put him in the lowest tier, not B.
Like, I genuinely have an easier time playing Legion & Clown. The only Killer I suck more with is Nurse, but it's an L2P issue with her. Maybe it's the same for Billy, but I watch Streamers with thousands of hours playtime just give up trying to land Chainsaws and play him as a M1 killer with no power for 3/4ths to match.
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I know there's some underrated killers out there that are amazing despite a perception they are not.
Billy has the opposite problem. Whenever I see streamers put Billy in like the B tier, slightly above average, I just can't figure it out.
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IMHO: The only way an MMR system could work is by hiding the ranks.
If your a middling ranked survivor and you get trounced by a Rank 2 killer... even if you both have the same skill (maybe you were just having a bad game and killer was just playing out of his mind)... it feels awful and you think the system is broken. You lose so much confidence in the system/game that you're quite likely to just walk away.
Community perception when it comes to MMR is often more important than actual facts/stats.
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Customized basements would be fantastic.
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I'll only go out of my way to hardcore tunnel if the team has a teabagger or clicker. If you don't respect me, I won't respect you. Pretty simple.
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I voted Spirit just because she has almost all of the control. She's exceptionally hard to counterplay and just about impossible once you're injured (unless you ran Iron Will and even then it's countered by add-ons she can run to see your blood). Not going so far as to say she's broken, however, but if I had to pick from the list... her.
Nurse, I feel like you can counterplay - you just break line of sight, then do something unexpected. Also, absolutely abuse 3 dimensions. You see her charge her blink when you're not on the lowest floor of a building, just abort your current direction and start running toward her. Almost always, they'll knee-jerk and aim down to prevent overshooting you... and wind up on the floor beneath them. That's probably my favorite trick.
Hag, same thing as Nurse - there's counterplay - though with the caveat that she's abyssmally busted at low ranks... since there's zero instruction given on how to counterplay her, nothing is intuitative in her counterplay and even if you know how to counterplay her, you can be *screwed over* by someone who doesn't... like during hook rescues. It's basically free 2 pips until Rank 12 or so on Hag (as a former Hag main).
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@Friendly_Blendette said:
I like to think that the Entity let myers in and now realised that they literally cant do anything to stop him so they keep giving him survivors to make him happy. Most killers feed the entity but the entity feeds myers lmao
This made me think of Burger King Myers and I laughed.
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@PassarinoT said:
Yeah that's basically the DBD grind for ya. Hate it so much. Wish they'd be speedier in reducing it again. Anyways, I don't know why anybody would disagree with the title. idk. dbd forums can find a way
Yeah, I really think we're due for another grind shortener, if this thing has happened before.
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I'll endorse the sentiment that I want Billy to be around more.
I've tried my hand at him - it's not that he's absolutely God Awful, but I just can't see why anyone would play him over Bubba. He's free, I guess? That's the only thing I can think of.
Bubba's chainsaw is just as strong, and 10x easier to use. Billy's chainsaw, for me, is harder to consistently land than Nurse Blinks. Mobility? Sure, Billy's got it if you happen to be playing a wide open map and don't mind your chainsaw always being overheated when you actually need to use it to smack someone.
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I will say one thing: this is a game that's balance swings ridiculously depending on how you play it.
If you're in a SWF with competent friends? Forget it. You'll run circles around any killer.
If you're solo at higher ranks and everyone at least has a basic understanding of the map and looping? Eh, you'll be fine. Probably.
If you're a solo Survivor in the low ranks (like I am now - I'm a killer main trying Survivor in earnest). Holy hell, this game is killer-sided. All a killer needs to do is mindlessly follow a survivor (mind games are for nerds), down them, hook them, and wait. Every other game, you queue into a lobby filled with default skin survivors on console holding nothing. You can sorta guess how the game's going to go from there.
So killer can just take any chase he wants - even if it takes 2 minutes. Who cares about pressuring gens? You think anyone's doing a gen at low rank? That's the last place you'll find a survivor. And this is where you're going to see all the "toxic killers" who facecamp and smack you on hook. They think they're good at the game because they keep winning against Survivors who don't know what a loop or a gen is.
I now think survivors who get through these low ranks don't do so without a monster chip on their shoulders... and that's why so many Red Ranked Survivors seem like douchenozzles. And I also think this is why this game is ridiculously hard for the devs to balance. At low rank, the wrong killer buff will make this game unplayable for new and returning players if you have even one potato survivor on your team.
Thankfully, it seems all you need to do at low rank is do 1 gen, win 1 chase and unhook 1 survivor and you get a pip... so I'll be out of here soon, I hope!