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This game is truly a mystery to me sometimes…
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for the first match, you got hit many times by the legions power which gives a point loss and gain penalty over and over again even if it was not a done and just a deep wound, totems don't give a lot of points (it takes all 5 to equal to one solo gen), opening chest don't give you points to anything and co-op actions actually hurt your point gain for gens and heals , you got downed at least once so the unbroken emblem got moves to gold, the one for helping team mates you need give or take 3-4 saves if that's all your doing but since you were healing i assume you were on the cusp
During hardcore survivor last year with Otz there was a match where everyone lost a pip. The match was against a Myers so they all rushed gens and tried to deny power and potential tombstone. Got 4 out. Can't pip if you're too good at the game.
Welcome to my personal hell. I’ve never made it to Iri 1… I have over 1200 hours in the game and am a survivor main and once you hit Iri ranks at all it becomes nearly impossible it feels like… I’m glad I’m not the only one to feel this struggle though.
I spent 9 days at ire4 trying to get to ire3 on survivor and I just remade pursuit Of happiness "gain a pip,lose a pip this games ranking is so shit"
00:02
it sucks
OTR and that hex perk are kinda "who cares" i say use sprint burst and either botany knowledge or resilience
thats prob part of u dying so much
another thing is .. healing yourself is BAD lol. It's so slow, you're much better off doing gens and waiting for someone to heal you or looking for someone. + you save your medkit for a heal on more than just one person
It just seems like the chases could've been longer in regards to the first match. I have noticed it's harder getting to iri1 but I assumed it was just critical for trying to get players to go above and beyond the rinse and repeat of everywhere match. Had you of maybe played the palettes abit more cautiously knowing that the legion had the irri add-on from the first palette im sure you would've gotten gold and pipped. You did really well though. I'm guessing you need all golds or a couple irri emblems to actually pip..ive never done totems or chests unless needed to to play around something the killer has introduced to the game and I don't have to much problems getting to iri1. It is a grind though, for sure.
also u dont 99 a gate.. just instantly pop it
Tbh is think you focused too much on totems. Dull totems do next to nothing for pipping since they fall under the ligjtbringer emblem despite giving you boldness points. Much better to spend the time on dull totems on gens instead. Much better to go for a lot of chase points, blinds, and sabos for the boldness pips.
So, Spooks, your mistake when thinking about pips is only evaluating how many actions you did. Only 2 of the 4 emblems are based on executing actions, Lightbringer and Benevolent, and you can see you did well on those. However, opening chests doesn’t count for pipping whatsoever, only for gaining bloodpoints, and the other two emblems are based more on how efficient you are in different aspects of a match. Evader was the one dragging you down on these matches because you didn’t spend a lot of time in chase.
Lightbringer: gen progress done, exit gates opened and totems cleansed count. For example, you reached gold on the first match because you did 3 totems and opened the exit gates. You probably would have reached iridescent if you had spent a bit more time on gens or being chased, because gen progress from other survivors while you’re in chase also counts.
Evader: the longer you stay being chased, the better. You also gain points if you escape a chase without getting hit, but getting hit takes points away for “chases lost”. Notice the only match here where you pipped was the one where you got chased a lot. On the others, you barely spent time in chase in comparison and this was the ONLY emblem that wasn’t at least gold.
Benevolent: this one considers altruistic actions in general, like healing, hook rescues, flashlight saves, protection hits. You have to do a lot to reach iridescent, though, but you did good on every match and got gold.
Unbroken: This one is simple. Did you escape the trial without getting downed, not a single time? Iridescent. Got downed once or twice but escaped? Gold. Did you die? Then it’s silver if you survived for long enough, bronze if you got killed immediatly at the beginning.
If you continue what you’re doing but get chased more and consistently last long in chase, then you should pip more often, because the other emblems are fine on the matches you showed here.
you didn't do very well in chase thats why you didn't pip
Not enough T-bagging…..sorry
Boldness is everything in this game. I can spend the majority of the match with the killer and not touch a gen and still pip
The pipping system is my main complaint when I say it's killer-sided. I'm fine with how often I survive vs not and general playability of both sides but it feels impossible to pip as a survivor. Killer rounds is easy bp and pips though.
You would have pipped if you spent more time on Gens. After the first totem they do not matter
My rule of thumb is : 2 unhooks, 2 heals, 2 gens solo, 2 totems, 2 minutes of being chased, everybody escapes. If managed those then 90+% chance of 2pip.
about your video: in the first match you got few gens done, but in second had empty of "being chased". In the third you hve done both gens and chases.
All looks normal to me. You just overvalue minor mechnics like chests and totems over chases and gens.
The emblem system is just shit.
Evader is crazy important in dbd. Double pipping is the power of 2 as in 2gens, unhook, heals, totems, 2min chase time, Survive The Trial. 9 min match
I think it's the emblem that requires for you to hide from the killer. The more chases you take the less points you get from this emblem. This is pretty dumb because anybody who's played dbd for a while can tell you that if all you do is hide from the killer, that makes it harder on your teammates.
1. Coop actually hurts you wrt pips
2. Healing each other is huge for benevolence, even if you're not involved.
3. Chases need to be longer without getting hit to really help.
bro that made perfect sense wdym. your chases were all short as hell im pretty sure that matters not positive tho. in the dredge game you dropped one pallet in a chase the whole match so bronze makes sense. I dont agree with the ranking system but you should want to lead the killer on a chase for a long time right? not lose him after one hit
I play survivor a good 80% of the time and i struggle with pipping so much more on survivor than on killer. I haven't had much time to play since rank reset because of work but I'm already way ahead on killer (silver on killer, bronze 3 on survivor).
The problem on ranking up on survivor, like with blood points, is that you are at the mercy of whoever is in your game. I went against a leatherface who just sat in basement protecting his chest all game, despite doing 3 gens and getting out and having a pretty short chase, i safety pipped because i didn't save anyone or run the killer for long enough. Some killers may just decide to tunnel you out and if that happens you safety pip at best. It's not just killers though, it's survivors too. If your teammates can't run the killer efficiently you'll be too busy saving them to do gens, but if you have good teammates gens may be all you do that game, likewise if you run the killer but can't lose them or they don't give up on you, you'll likely get no points in lightbringer.
When you play killer, it's simple. Find survivors, catch them quick, prevent gens being done, hook them as many times as possible. That makes sense. With survivor, you have to do gens, get saves, get chased but don't go down yourself but take protection hits, do totems, open the doors and escape. With killer, all of your objectives to double pip flow together nicely but with survivor a lot of them are kind of contradictory and to do one objective you'll have to stop what you're doing to do it, usually with the killer harassing you. Lets also not forget that with killer you do not compete with someone else for emblem points, with survivor you are competing with 3. Someone else might get the unhook you're going for, someone else just popped 2 or 3 gens, someone else has the killers attention.
I really feel like they need to rework how the points work on survivor or lower the threshold for pipping because with some games, like the bubba sitting in basement all game, it is physically impossible to pip. The most problematic emblems are benevolent and evader as they entirely rely on your teammates being on the same skill level as the killer. Maybe raise the starting value of benevolent to be silver or gold so if no one gets hooked or hit, you get that but make the penalties for those much more impactful
One thing I notice is your teammates not doing gens during your chase which is hurting your Lightbringer category [LB] regardless how many totems you cleanse or how many chests you search. You get 33.33% of the LB gain while you are in chase, and of the 100 points completing a gen, it gets split between everyone on the gen evenly (i.e. 2-man gen =50 LB each). While Small Game is good, it is only worth cleansing Hex Totems (+50 LB) vs. Dull Totems (+20 LB) making it worth more to complete generators. Additionally, escaping chases are not additive but multiplicative to the points you gain in Evader [EV]. EV is rated by 15s intervals increasing point values each increment surpassed. Escaping gives a x2 multiplier, but if injured or downed all your points gained from the chase are x0.5 multiplier hence why the Legion game didn't give as many EV points. Recommended Builds – Alternative 1: (2 Chase Perks), Adrenaline, Sole Survivor and Medkit. These two perks have increased my solo queue escapes from 30% to 70% resulting in higher Unbroken Emblems. Alternative 2: (2 Chase Perks), Built To Last, Streetwise w/ Commodious + Charges + Speed add-on. This build focuses heavily on Lightbringer and is only recommended in SWFs. Leave gens only when necessary for saves or evading killer. Alternative 3: (2 Chase Perks), We'll Make It, Sole Survivor w/ Commodious. Again only recommended for solo queue due to Sole Survivor, but this allows you to get saves, quick heals, decent chases, and early gen pressure.
How does one send clips of Salty Survivors? I had one that was really salty and even put on my Steam Comments that I called them Slurs while Streaming
Dude, I sometimes kill 3 survivors and black pip… "garbage killer, do better" ??
Was so much easier with the old system, pre-emblems, for BOTH sides.
I wish the pip system got a damn update . I was about to break my monitor stuck in the same position here
Doing totems is not very helpful if you want to pip. You need 270 points for the iridescent emblem. A totem just gives you 20 and 1 full gen 100 points. If you you coop gen, you will share them with your mate. So doing gens solo is the best way to get iridescent. If you geht chased and hit the chase is lost, you get less points. Best way is a long chase (over 60 seconds) or short ones without getting hit. And self heal + opening chests gives you any points.
I dont think opening chests and destroying dull totems does as much as you think
You only hovered over one emblem for a split second but it clearly says that you have to escape without being downed to get iridescent. It classified you as “escapes broken”. If you are saying “why”, but don’t hover over each one to find out, that’s on you.
The strategy I’ve heard to get a pip especially to get to Iri 1 is the Two, Two, Two, Two strat. Two gens, two hook saves, two totems and two heals. I’ve tried it myself and it’s a lifesaver. Sadly, I didn’t get to Iri 1 when I did the method awhile back because of reset. I may not always get a double pip, but I was guaranteed to at least get A pip.
if you open a chest you lose a lot of points. its a completely selfish action and doesnt help the team survive.
Where is the video about angrypug??? Or are you afraid of making videos on bigger streamers?
OMG! I spent AGES this reset trying to get from Iri 2 to Iri 1 and it just wouldn’t happen! Matches where I know I should have pipped just wasn’t happening. I thought I was losing my mind.
Maybe a bug of some kind? Happened to me last night
One thing i want to say is, if you have a 3+ gen chase as surv, you should pip. Ive had so many games where i looped the killer for 3-5 gens….just to depip…that has to change imo
Here is an entire breakdown of the Emblem System and how it works. Let this be a guide for anyone who does not know how it works.
*Lightbringer*
Iridescent Emblem requires 270 points minimum.
+5 points to all Survivors for a Generator being completed regardless of who repaired it.
+5 points to the Survivors who are in chase while a Dull Totem is cleansed.
+10 points to the Survivors who are in chase while a Hex Totem is cleansed.
+15 points for opening an Exit Gate (can be obtained twice).
+20 points for cleansing a Dull Totem.
+50 points for cleansing a Hex Totem.
+100 points for completing a repair Generator action, this bonus stacks with the previously mentioned one.
*Unbroken*
Iridescent Emblem requires you to escape the Trial without being put into the Dying State once.
Gold Emblem requires you to escape the Trial but be put into the Dying State once.
Further Emblems are determined via time survived if you fail to escape.
*Benevolent*
Iridescent Emblem requires 100 points minimum.
-30 points to the unhooker if the previously hooked Survivor is downed within 10 seconds of being unhooked.
-10 points to all Survivors upon a Survivor being hooked.
+10 points for Altruistic Healing Actions.
+10 points to all Survivors upon an unhooking a Survivor.
+10 points upon taking a Protection Hit.
+10 points if a Survivor wiggles free within 10 meters of a Sabotage Action.
+20 points to the unhooker if the previously hooked Survivor is not downed within 10 seconds of being unhooked.
+30 points if any action saves a Survivors from the Killer's grasp.
x0.15 to any actions taking place near the Basement or during the Endgame Collapse.
*Evader*
Iridescent Emblem requires 880 points minimum.
-10 points when losing a Health State during a chase. Health States lost outside of chase do not count.
+50 points when stunning the Killer with a pallet.
+1 point per second while being in the Killer's Terror Radius, can be modified further. Modifications are listed below.
x0 if further than 64 meters.
x0.1 if within 64 meters.
x0.3 if within 45 meters.
x0.5 if within 30 meters.
x1.1 if within 20 meters.
x2.2 if within 10 meters.
x6 if within 5 meters.
+1 per second while being chased by the Killer, can be modified further. Modifications are listed below.
x1 if the chase is less than 15 seconds.
x25 if the chase is less than 30 seconds.
x60 if the chase is less than 45 seconds.
x125 if the chase is less than 60 seconds.
x250 if the chase is longer than 60 seconds.
x0.1 if the Killer is closer than 60 meters away (stacks with formerly mentioned modifications).
x0.3 if the Killer is closer than 45 meters away (stacks with formerly mentioned modifications).
x0.6 if the Killer is closer than 20 meters away (stacks with formerly mentioned modifications).
x1.2 if the Killer is closer than 5 meters away (stacks with formerly mentioned modifications).
Points are given after the chase is completed, and are further modified. Modifications are listed below.
x2 if the chase is won. This requires you to escape chase without losing a Health State.
x0.5 if the chase is lost. This requires you to escape a chase via losing a Health State.