Making adepts as Killer
So I just want to say that making Survivor Adept is super easy because the only thing you have to do is escape with 3 unique survivor's perks but as a Killers you have to take 3 unique perks AND MAKE 4 RED EMBLEMS.
This is freaking ridiculous because this is ######### hard to make 4 red emblems by using 3 ######### perks and there is a huge chance that your last emblem will be Gold but not Red because you stand nearby the hook even when it wasn't your fault.
This is freaking stupid
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Yeah killer adepts are way too hard to get.
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I don’t play killer all that often but I’ve gotten all of the ones that I’ve tried for with relative ease, all except for Myers who doesn’t really have very good perks to work with to slow anything down.
I’ve earned Adept Doctor, Hillbilly, Huntress, Cannibal, Spirit, Ghostface, and Demogorgon. It’s funny because some of these I don’t even remember the last time playing them so they may very well have been one and done. I’m a little surprised that I haven’t earned either wraith or hag yet but it’s probably because I thought I had already earned them so I’ve been using other perks. The others I either don’t own or haven’t played yet, or in the case of Twins and Blight have only tried just to dick around with. The trick to getting the adepts is probably in not waiting to get to red ranks before trying.
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Yeah, some achievements didn't age well. Check Left for Dead: as the last survivor alive, manage to repair the last generator and escape through the exit gates.
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I got that one in February without even trying for it so it’s still possible. Basically it needs to be 99ed when the last guy snuffs it, and killer to be fairly oblivious.
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You don't have to do 4 red if you do adepts at lower ranks. You can have one be gold if your rank is low enough, so long as you double pip. (Yes that means a survivor can escape at low ranks.)
Really the trick is just to keep doing matches over and over and try not to force it in one match. You'll get it.
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TBF, you don't necessarily need 4 iridescent emblems, rather, you need 2 pips. At any rank 3 iridescent emblems will net you a merciless rank, and at ranks 13-20 you can net merciless with 2 iridescent and 2 gold.
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Nope. Red ranks need 4 Iri. Emblems to double pip, then every rank below you can get one slot less (Purple: 3 Iri. 1 Gold, Green: 2 Iri. 2 Gold, etc.)
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I don't know why it's not just a 4k. Survivors don't need to double pip to adept, but we do? Okaaaaaaay.
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I actually thought it was that way all along until last month when I tried out Ghostface for the first time, got 4K and got nothin for it, presumably because a person I was chasing refused to move farther from another player that was hooked. It was like, #########?
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Even though the description has always been the same, the actual requirements have changed a lot over the years. From point-based ranking, the hook/kill based one and then emblems. It should honestly just be 4 kills if you ask me.
Bonus points because emblem requirements for double pips/merciless change based on rank bracket, so in red ranks you need quad iri. Extremely obvious with The Twins because the Devout emblem was broken in some way for them, and you can't afford even a single gold unless you derank to purple.
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Most killers, including the ones you've mentioned there, don't have perks to slow anything down except maybe overcharge on Doc. Myers at least has dying light. Pwyf for speed boost. And STBFL for faster recovery on attacks.
I found his adept one of the easier ones to get. I did it with scratched mirror, too.
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The Doctor doesn’t need perks to slow down gens. Sure they help, but shocking people to insanity works wonders all by itself.
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Getting adept on killer feels a lot more satisfying then getting one on survivor tho.
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Only one I ever had a problem with was Plague because you kinda have to play her as an M1 killer to get proper credit. The rest were just play a few matches until you get a 4k flop team
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Oh, sorry my math was incorrect. Yes, rank 4-1 requires 4 iridescent shards.
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No joke. I mainly play on switch which doesn't have achievements, but when I play on steam I basically play for the achievements. I have adepts on two survivors, but none of the killers (mainly because I don't play enough on steam to have all 4 perk slots but whenever crossprogression releases will not only fix that but I won't have freaking tier 1 perks). At least because of how little I play on steam I'm in the grey/brown ranks (whatever color you want to call it) which makes them easier but when switching from controller almost all the time to mouse and keyboard can be a little... disorienting.
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On competent survivors that is no hindrance. Takes a few seconds to snap out of madness and the madness skill checks are easy.
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On competent survivors NONE of the things killers use to slow gens are of much hindrence for long if they’re the only things a killer is relying upon to win. You think Ruin or Huntress Lullaby is any tougher? They’re not. So what is your point exactly? Because to me it sounds like you’re arguing just for the sake of it.
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I agree and I will say that getting adept as killer is much harder then survivor
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I’ve also found that if you’re new to the killer then attempting to use their special abilities is actually more of a hindrance than anything. When I got my adept Hillbilly and Huntress trophies I doubt I managed to hit a single person with the saw or a hatchet.
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I get PTSD everytime I try to get the plagues. All I see is survivors teabagging me at pallets. It's all coming back to me.
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My point is snapping out of madness is not a gen slow down. Whereas perks which slow down gens.......actually slow down gens and increase the repair time whether survivors are good or not. That's not arguing for the sake of it. That's just making a simple point.
On a side note you mentioned Ruin, personally I don't even consider that a gen slow down unless you can consistently keep survivors off the gens. If the killer is able to keep survivors off gens constantly then they don't even need ruin in the first place IMO. Because if you're that good at applying constant pressure to all four survivors then you've already won.
Post edited by Dwight_Fairfield on0 -
Anything that affects skill checks for the worse and regresses gen repair I consider a perk/ability that slows gens down. Making skill checks appear in random spots on the screen and run both clockwise and counterclockwise and not allowing you to do anything until you “snap out of it” is highly distracting to most people, plus it can affect more than one person at a time. It certainly affects them more than a perk like Lightborn, lol. I’ve had all four survivors in third tier insanity and messing up their skill checks all over the place many times.
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When crossprogression releases my plan is to do the harder ones first because I'll be lower rank. Once I'm a bit higher up I can focus on the killers I'm good at no matter what I bring and do their adepts.
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Well you answered your own not said question. You rarely play killer and are probably in grey or yellow ranks where you don't even need 1 kill to get merciless.
I played with the mindset to provide for and excitement for the other side so I spread the hooks among all 4 and drag games out a little bit. I had so many merciless with no kills in rank 20-10 but once you hit red you won't really drop back down and each new killer adept is harder than the survivor equivalent.
Survivor just need to get out even if the other 3 teammates are dead or not. But like others said this imbalance in effort for the adapt came with the different requirement changes to pip.
Sadly they are unable to change the achievement due to sony and microsoft politics in respect to game achievements.
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I wrote a decent post about adepts with some good advice awhile back for all of literally one person, so might as well copy/paste and see if anyone else gets some value here.
They were specifically talking about the adept for biilly, but advice is pretty universal. Only more I'd add for the specifics is to say/confirm that deranking is very, very helpful since the pip conditions change (not sure why, as it takes more pips to rank up anyhow) across rank sets, with double pips at red ranks requiring the full 16 points from 4 irridescent emblems.
Here's that post:
I got mine in October... and have since then knocked out the other 70% of killer adepts I was missing too, with my final one last week (until the new DLC release anyhow)
Adept achievements are a ######### for sure, but they're all still do-able. Also way harder than they should be and ever designed thanks to changes in scoring and honestly would be better to just make it a damn 4K requirement already.
You do need to prep and accumulate offerings add-ons, likely fail a bunch, and really contemplate your strategy on each.
Though, IMO, Hillbilly is actually one of the easiest by far thanks to his strong power and perks. With my other adepts, I would've traded all 3 perks on most killers just to use Tinkerer instead if I could. Seriously. Tink is your bread and butter. Defend gens with your life and the rest will come. Or, well, their lives. The add-ons ain't what they use to be, but they're still gonna help for sure. My preference is for dad's boots but might be different playstyle.
But best advice I can offer really applies to all killer adepts:
Focus on a 12 hook game. The result always been guaranteed for me if I can pull that off.
Even with a hatch escape you can get merciless sometimes, but always slug to try and find that last survivor and/or locate hatch. Don't risk it. Nothing is worse than 20 minutes for an attempt thats just a tiny hair away from the scoring to nail merciless.
The longer the game the better for you. Even if you lose the last gen eventually, you get so many points for gens up after 9 minutes that you can usually pull off irri as long as you don't the gates open
Play dirty and rough as you need to. I recall chainsaw sprinting to the hook after every rescue, but alternate between targets, slugging occasionally. It's best to take one person out of the game quickly, but usually want to hook everyone once first if you can, to make sure you've got enough chances to play with your prey.
Prey for potatoes (so avoid peak playtimes where everyone is cheating with voicecomms)
Since you're specifically having an issue with chase points, if you're in a strong enough position with the last two survivors, then don't go for the easy kill. When you've got both located, switch between slugging each, letting them revive one another with the false hope of escape, but come down on them before either gets to the healthy state. The extra chases will really help you out, and should be chases ended quickly since you're coming down on them with such strong positioning.
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