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Proposed Change to Adept Achievements - Adept Mode

DelsKibara
DelsKibara Member Posts: 3,127
edited May 2020 in Feedback and Suggestions

Right, so prior to before the Emblem System got changed, getting Adept Achievements were as easy as just getting a 4k with the respective Killer and their 3 perks. That was relatively simple, Killers gets a 4k which mirrors Survivors escaping for their adept achievements. Difficulty wise it wasn't completely even, but it was more or less fair for both sides. They both had to use whatever tactics necessary to score a "Win" according to the Achievement's standards.

But, now the requirement for Killer Adept Achievements are tied to the Emblem System Pips. If you get a double pip, you get Merciless Killer, if you get Merciless, you get your Adept Achievement. But the higher you are in rank, the harder it is to achieve that Merciless victory. Because the threshold to pipping gets higher and higher the more ranks you go up. Making it more and more difficult, especially at Red Ranks (where most Killers are if they spend a lot of time playing the game, considering how the current Rank Reset works.)

Obviously, this has been a source of frustration for Casual or Avid Completionists like myself. Getting an Adept Achievement should not be tied to an (admittedly) flawed Emblem System. And it should not be harder to achieve it the higher rank you are. So I propose a possible solution to the problem: Adept Mode.

Right now, if both sides wants to get an Adept Achievement, they both have to equip the character's respective perks as well as either Escape or get a Merciless Victory. However, what if instead there was a mode you can toggle on and off with each Killer/Survivor on whether or not you're attempting to get an Adept Achievement?

Adept Mode adds an extra rule to the game which would help make getting Adept Achievements easier, but also adjusts the level of difficulty in obtaining them. As well as adjust the difficulty of these achievements so they both would be more level with each other.

Survivors would have to escape without getting hooked once for them to receive their Adept Achievements, and Killers would have to get 4 Kills before all the generators gets completed. This would be the ideal "Adept" game in my opinion. This would make it so Survivors cannot just hide all game or risk getting caught by the Killer by playing recklessly, and it would make it so Killers have to rush to get their kills and not waste time camping each Survivor individually to get 4 kills.

You lose the ability to actually pip or rank up in Adept Mode, however you risk depipping if your performance was abysmal or below average (Dying at 5-4 Generators left or Getting less than 2 kills).

The moment you equip the character's three unique perks, and only their perks, Adept Mode will activate. You can still bring Items/Addons/Offerings to help make it easier on yourself, of course.

Edit: Forgot to mention, but bringing anything that helps guarantee an easy Escape/Kills forfeits Adept. So bringing Keys and Moris won't count towards the achievement.

Tell me what do you guys think, would this make obtaining Adept Achievements less frustrating and more fairer? Of course I am aware that my idea does have some problems, but I'm interested in hearing your guys' opinions on it on how to better implement a mode like this into DBD.

Comments

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Is it really still much of an achievement if you make it easier?

    I do agree that the changing of the killer's requirements made earning these significantly more annoying, but I assume it was almost entirely unintentional due to their wording. The problem is that what the killer has to do for a "Merciless Victory" has changed to orient around pips instead of sacrifices. Had this just specified "Sacrifice four survivors in one match" from the get-go, I doubt many of us would be as frustrated with them now.

    Quite frankly, they may not even be able to change how these achievements are unlocked (not sure if Steam, Microsoft, or Sony allow these to be adjusted after-the-fact).

    The effort you put into brainstorming this idea is pretty neat, but I don't think splitting up the community with an additional (but similar) mode like this is a good idea. This runs the risk of causing more problems with matchmaking queue times, and would likely become dead quickly once players got the achievements and saw no further need to play this mode.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    I mean Adept Modes aren't meant to really split up the community, sorry if I didn't make that clear. Basically just a toggle for the Killer/Survivor to turn on to lock them to their 3 perks. They can still enter regular matchmaking, just with their 3 perks and an added extra rule for their adept achievements.

    And this is basically as a means to replace the requirements. Steam would allow them to change the requirements without much hassle, but Microsoft & Sony especially will be more difficult to budge, so having an entirely new way to get the achievements would allow them to change how Adept Achievements work.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Ah, I understand. A self-adjustment that still plays in the normal player queue would probably be fine then.

    However, if you want to change the Adept Achievements themselves (and preferably revert killer's back to the old requirement), why not just tweak the ruling to only need the three personal perks WITHIN the build (not as the entire thing)? Having a free fourth perk option to play with in tandem to the personal perks would likely help create a similar result of making the achievements feel more attainable, but still a challenge. It would also encourage more variety, as you try to find that one perk which really complements the trio you're stuck with and your playstyle using them.

    ...Or just being able to have one useful perk when your character didn't come with any (*cough cough, Ace and Huntress*).

  • DelsKibara
    DelsKibara Member Posts: 3,127

    I am not particularly a fan of that, mainly because I want Adept Achievements to be challenging, not easy. Plus, it could make certain games a slugfest because all a Killer would need is to bring Knock Out and they can try to guarantee a 4k that way. Or bring BBQ to basically know where survivors who are far away are and get into another chase easily. Same with Survivors who would bring exhaustion perks like Dead Hard or stealth perks like Iron Will to essentially secure their survival or hide away from the Killer even when they are supposedly in "danger" while being injured.

    I do agree that it would create more variety if we open up the 4th perk slot, but I'm seeing this more of as a Challenge Mode with an achievement at the end as the prize if you succeed it. So I'd rather keep it consistent with the challenge and the rating each character has on their profiles. Getting adept with Freddy, for example, woulld be difficult as his perks revolve around the Endgame. And with the ruleset I proposed, you don't want the Survivors to be completing Generators. Same with Laurie. While Decisive Strike is powerful, you need to be hooked once to be able to use it, and the ruleset I proposed prevents you from being able to get hooked at all in order to achieve the achievement.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Honestly, BBQ is in a balanced state and Knockout isn't great. Especially when you consider that most killers get 0-1 personal perks that are considered strong AND useful for that particular killer. Plus, most of the "best" personal perk options come on killers that are notoriously underwhelming or difficult to play (Nurse's Calling on Nurse, Ruin/Devour Hope on Hag, BBQ on Leatherface, Pop Goes the Weasel on Clown, etc).

    But the real problem I see here is that the survivor's adept requirement becomes WAY too harsh.

    Being hooked is a natural part of most matches. Even good survivors will put themselves in situations that will likely end with them getting hooked so that they can keep another teammate (who could have been sacrificed) in the match longer or utilize some of their perks. By forcing this "no-hook" constraint, survivors can now fail the challenge extremely early into the match. Survivors actively hunting these achievements could have their run 'voided' at the start through some bad luck and possibly just DC or sacrifice themselves on their first hook to try again ASAP, screwing their team.This also makes far too many perks unusable for the challenge, whereas previously only David was truly rough to adept because of the negative effects of No Mither and the post-match-only-effect of We're Gonna Live Forever (but he DID still get Dead Hard).

    Good loopers do usually get caught at least once unless the killer is a complete potato. That's why survivors get up to three hook states each. With no hooks allowed, the survivor experience would basically become the same as the killer's is currently (and definitely much harder at higher ranks where killers aren't so mindless). Or worse, it could over-incentivize hyper-stealth gameplay and create irritating experiences for everyone.

    Even if the fourth perk remains a no-go for adept challenges, the survivors' requirement really doesn't need to change from "Escape". That is their ultimate objective after all, much like sacrificing survivors is the killer's.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    Fair Enough. Though I still think they need some sort of restriction when it comes to being hooked. How about instead of being hooked once, they can't get hooked twice? Not entering second stage, but getting hooked twice in a row. That way the Survivor can sacrifice one hook state for the team, while also still being pressed with the extra challenge to go for Adepts.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    They already have such a restriction: not getting hooked thrice. I don't think hooks are ever going to be a good way to meter this challenge. Relies far too heavily on the actions of both the killer and your teammates and might feel as though it boils down to luck more than skill.

    If you wanted to increase the challenge in what I think is a fair manner, the best way would be to limit these achievements to only being rewarded on escapes though the exit gates. If gates were an option, it means that survivors had to play well enough to finish the gens, open the gates (sometimes dodge NOED or Rancor), and escape.

    Yes survivors could be "carried" by better teammates to escape this way anyway, but that's kind of the point: they are a team. At least a gate-escape would mean that the adept player either contributed enough to help escape or had some REALLY good helpers. Or that the killer let them go, but that usually becomes a hatch escape instead.

  • DelsKibara
    DelsKibara Member Posts: 3,127

    Fair enough.

    I guess there could be a separate scoring system in the background for Survivors, so they wouldn't just be hiding all game or just be doing gens all game without helping out with the Killer. Just to make sure they are actively helping out in the game. Like maybe have it so they have to achieve Gold Emblems on every category, or maybe that would be too restrictive?

    But it's probably best to restrict it to just opening the gates, rather than making it turn into a hatch escape then.

  • APoipleTurtle
    APoipleTurtle Member Posts: 1,274

    Well, escapes through the gates I mean (wish they'd change the "open gate as X" rituals to that too).

    While restricting it behind emblems would help it to reward survivors who solidly contributed (often with a rough personal perk build), keep in mind that the emblem requirement is exactly what is currently frustrating killers about their own adept challenges.

    I really do think the best systems for both are the original ones they had:

    -Survivors should escape (through the gates, though it was never a strict requirement)

    -Killers sacrifice all survivors.

    Maybe rather than focusing on the adept achievements themselves, you could promote this "Adept Mode" of yours as a repeatable challenge that survivors or killers could do to earn post-match BP bonuses (maybe like a BP bonus based on each emblem they earn: 0% for nothing, 10% for Bronze, 15% for Silver, 20% for gold, 25% for Iridescent)?

  • DelsKibara
    DelsKibara Member Posts: 3,127

    That would be a rather interesting change, yes. I've been trying to get Pig's adept myself and I find her still rather fun even with just her 3 perks, so I could see it being a thing.

    I do want them to create the Adept Achievements to be equally as challenging for both sides though, which is why I proposed those restrictions onto it.