http://dbd.game/killswitch
Iridescent Unbroken is wild
Through all my time playing DBD, it still boggles my noggin that the requirement for getting iridescent unbroken is to not go down once! I feel like this has to been brought up at some point before because in today's solo-queue world, I really don't see how this is possible anymore without getting the absolute luckiest god teammates.
I understand its probably not of any priority of the devs or anything, but I really think that it'd be something that was changed a while ago.
Comments
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Using Plot Twist also takes away Iri Unbroken, because you technically went into the dying state.
It would be better if Iri Unbroken went by not getting hooked.
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Plot Twisting too soon after being unhooked also counts as an unsafe rescue and tanks your rescuer's Altruism score.
So, Plot Twisters out there, please remember that and wait 15 seconds before using Plot Twist after being unhooked.
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I don't see the problem.
The Iridescent Emblems are supposed to be awarded only for exemplary play. Escaping alive without once going down the entire trial falls in that category in my books.
Heck, just escaping at all already guarantees a Gold Emblem. Why are we trying to lower the standards for the highest tier?
Getting an Iridescent Emblem is supposed to be an uncommon event, and getting all four at once is supposed to be a monumental achievement.
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Understood, will plot twist upon unhook /j
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Disagree. Because not getting hooked is completely out of control of the Survivor. If the Killer decides to go for a bad slug, the Survivor still went down.
@Topic:
But I completely agree, Iri Unbroken is really stupid to achieve. It can still happen, but this means that there was some Matchmaking Issue for the most time. IMO Iri Unbroken should be an escape, since this is the goal after all. And then the rest depending on how long someone was alive.
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I wouldn't mind it being awarded to escaping the trial map.
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IMO Iri Unbroken should be an escape, since this is the goal after all. And then the rest depending on how long someone was alive.
I'm fine with that, too, that's even better.
Mostly I just want the game to stop punishing me for using my perk. It's very frustrating to not pip only because I used Plot Twist.
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Agreed. A survivor should only be leaving a trial with this emblem if the game went fairly poorly for the killer. If several survivors reach two hook states, it's time to go take chase. The iri survival emblem seems kind of counter to the need for teamwork except in matches where the killer gets very few hooks. Not sure yet what I think would be a better condition for it, but I agree.
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I definitely disagree.
If iridescent emblems are supposed to be awarded only for exemplary play, then I don't think you could get light-bringer from just m1 on gen for the majority of the match.
I understand it should be a challenge to get the iridescent emblems, and especially all 4 at once, but getting trying to make sure you're never downed once is so extremely luck or stealth dependent that it really should be looked at for a change.
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Survivor emblems are ridiculous in general. They want you to do everything as if a single survivor has the power to dictate how the game plays out. Just remnants of old Dbd.
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Yes, it's unreasonable. Normally I wouldn't care about something like that because it usually doesn't matter whether you get silver, gold or iri, but since their are tome challenges that specifically require iri unbroken, I also think the requirements should be changed.
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Seriously! It creates this weird tension where the game rewards the player for sharing no hook states yet sharing hook states is obviously the best way to help the team. It might be intentional to create a choice between selfish vs altruistic behavior. If altruistic behavior is the most efficient choice then selfish gameplay needs its own type of “reward” (iri emblem) for it to be a viable choice.
I’m not really sure how much of the game still relies on the interplay between teamwork vs selfish gameplay.
On one hand I obviously believe in teamwork all the way. On the other hand however the fact that a player can be selfish and be rewarded in some way does lend itself to a horror atmosphere. But again I feel that in the current state of the game it doesn’t feel scary when teammates choose themselves over others, I imagine it’s just now very annoying to players.
Maybe that’s the point? Who knows. I’m going in circles but you get the point.
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I believe it's get hooked not down. You can get down and saved and still get Iri.
-1 -
Nope.
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Yep, guess I'm wrong. In that case I'm with the OP on this one.
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