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- Dead by Daylight Iridescent 1 Survivor Speedrun (2022 Edition) FAQ
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- Q: How long will this speedrun take?
- A: It will start when I hit the "Ready" button for my first game, and end when I hit Iridescent 1 after returning to the lobby after the last game.
- After the first attempt in 2020, I reckon with the fact deranking no longer exists and faster bloodwebs it might take only 15 hours tops, with potential to only take around 12 hours or less with some luck. But we shall see!
- Depipping in the same tier still exists, but only in the same tier as you can never derank past the tier you have reached.
- I currently don't have the archive from 2020 uploaded but I do have it backed up. For now, here are some (very random) clips from that run:
- https://clips.twitch.tv/ZanyUglyBorkKeyboardCat
- https://clips.twitch.tv/HealthySpunkyAdminSoonerLater
- Q: What is your personal best?
- A: https://www.twitch.tv/videos/1588007927 - This run which I completed in 16:41:56. It could be optimised down easily to below 15 hours. 12 hours might be a stretch but I still think a lot of time can be saved.
- Q: Are there any rules?
- A: I wont be using any DLC characters (Meg, Nea, Dwight, David, Jake, Claudette, Bill only). This is to make the run more interesting.
- The account I am going to be using will have other characters unlocked but only because my main account has some DLC bought.
- However, I wont be using these characters. I also wont be using any differing cosmetics or spending any shards in the shrine or to buy cosmetics or DLC characters.
- The account I use will be fresh, so starting with NO bloodpoints spent or shards accumulated and from Devotion level 1.
- Furthermore, promotional codes are banned. Playing Killer is also banned for simplicity.
- "Survive With Friends" (or "SWF") is on the table but only if the other players follow the same rules. This might not happen at all, as it's hard to get other players to play at the same time for as long.
- The tutorial is allowed to be completed for blood points but I will not be doing this.
- Could be missing things here but this is the general gist of it.
- Q: Is this from a fresh account? How are they made?
- A: Yes, this is using a fresh DBD account. You can "make" one by family sharing the game to an alt steam account.
- Q: Why aren't you calling them Ranks?
- A: They changed them from Ranks to Grades, so I will try to remember to call them grades :)
- Q: Will this be "SWF"?
- A: I thought about this more and if I allow others to join they'll also be fresh accounts. This is to limit any kind of advantage I would get (inviting a fully kitted out survivor etc).
- Q: What kind of character/build will you be going for?
- A: After my 2nd speedrun, the only character you need to level is Meg. This is for Adrenaline and Sprint Burst, 2 really solid perks. The other 2 perks are We'll Make It (for super fast heals off the hook, to optimise time spent on other things like generators) and Kindred (for information on where the Killer is).
- I actually thought Bill and Dwight would be useful, but after my 2nd run I ended up never using them, only briefly. It's faster and easier to just use Meg and only level her, at least if playing solo. Bill maybe would be good for Left Behind but the hatch actually never came into play except for the 1 time I played Bill amazingly.
- Any commodious toolboxes I get or decent map offerings I will try to use as these are extremely strong for rushing out generators.
- Q. Could any other character/build be viable?
- A. Initially I thought David King would be viable but you have to do the tutorial to unlock him so it'd be too slow :(
- Q: What other strategies are you employing in this run?
- A: There will be subtle things, like doing JUST enough things to gain a pip, then running into the killer and dying.
- Since in the current patch there are disconnect penalties, I will not be disconnecting to save time entering the next lobby like the 2020 run.
- As for optimising Emblems, I will try to break down each category in depth:
- Lightbringer:
- This category is fairly okay to max out. You need 270 points to max the category. Doing 2 generators and 70% of another will max the category out. Dull Totems count as 1/5th of a generator, whilst a Hex Totem counts as 1/2 a generators worth of points. It will mainly be capped from generator repair progress.
- Benevolent:
- This Emblem is easy to cap out, but you need to ALWAYS get the unhooks and heals on the survivors, completely. It starts off at Bronze Benevolent which is 35% of the 100% needed for Iridescent; 1 heal or 1 hit taken whilst the Killer is carrying another survivor gives you 10% progress towards Iridescent. That's 6 1/2 heals or 7 hits. Unhooking survivors gives 20% progress, whilst flashlight saves/pallet saves/head on saves give 30% progress. You lose 10% per survivor hooked unless you rescue them, since it is refunded upon unhook to any survivors. You only need 2 unhooks and 1 heal or 1 hit to cap this category out.
- Evader:
- This one is harder to max out, due to how it works. You need 880 points to max the category. Basically the distance you are from the killer determines the points you get, so hiding or following the killer around whilst not in chase OR having a chase whilst close to the killer will give a lot of points, so doing this after having finished Lightbringer, whilst trying to get saves or protection hits for other survivors is ideal.
- Chase points are awarded for ending a chase with the killer after certain amount of time, with longer chases awarding more points up to a maximum of 60 seconds, with any 60+ second chase being awarded a bonus 250 points for escaping. This can be done by creating distance with the killer and then crouching/walking to stop the chase to get the reward. Stunning the killer with pallets grants 50 points per stun also.
- This Emblem category is perhaps the least easy to max out since certain killers can make this easier or harder depending on their power. The caveat is that if you go for this category earlier, you also are more likely to get Lightbringer emblem progress too due to it passively giving it whilst in chase whilst other players do generators, although this is a tiny amount.
- Unbroken:
- A category that is quite a bit harder to cap out especially if you go down, ever. The only way to earn Iridescent Unbroken is to not go down and escape the trial. If you go down, even if never hooked, you always receive Gold Unbroken for escaping.
- Otherwise, the only way to get Silver Unbroken and die is to stay alive in the trial for more than 540 seconds or 9 minutes. As a result, early on I can afford to run into the Killer and die if I know it'll result in a pip, however at higher grades this will be less viable and I will need to be more careful.
- Now that that's out of the way, the pip requirement is different at different grades; I will try to explain these below as well:
- Pipping is where you gain Emblem Points from the above categories, based on the Emblem gained.
- The max amount of Emblem points is 16, bronze = 1 silver = 2 gold = 3 iridescent = 4.
- At Ash IV and Ash III you only need 3 pips to to progress to the next grade, with 9~13 points giving 1 pip and 14~16 points giving 2 pips.
- You cannot depip at these grades.
- Ash II all the way to Bronze I requires 4 pips to progress to the next grade. 10~13 points is 1 pip, 14~16 points is 2 pips.
- You also cannot depip at these grades.
- Silver IV to Iridescent I requires 5 pips to progress to the next grade. However the pip requirements are different and are as follows:
- Silver - To safety pip, it is 7~9 points instead of 6~9 points, however it is the same requirements as Bronze otherwise.
- Gold - 8-10 points is a safety pip, 11~13 points is 1 pip and 14~16 points is a double pip.
- Iridescent - 9-11 points is a safety pip, 12~14 points is 1 pip and 15~16 points is a double pip.
- ..........that was a lot of information. But hopefully it helps explain the Grade system in this game.
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- If you have any other questions, feel free to ask me in chat (so I don't get lonely)! lol.
- If there are mistakes in the FAQ, point it out in chat once, I will remember (maybe).
- I might even add good questions to the FAQ!
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- Additional Fun FAQ stuff:
- Q. If you could use DLC character perks, what would you use?
- A. The survivor Jeff has a perk called "Distortion"; this perk is incredible, and honestly would make games incredibly consistent if I could run it.
- Felix has "Built to Last" which is another incredible perk that recharges an item instantly, up to 3 times for 99, 66 and 33% per time charged. This in conjunction with Streetwise from Nea and Commodious Toolbox with Wire Spool and Scraps/Brand New Part allows you to do generators extremely quickly even solo. This would be amazing if it could be ran.
- The character Laurie has the perks Sole Survivor and Decisive Strike, the latter being quite nice if the killer tunnels. However, the real gem is Sole Survivor; this perk lets you open exit gates incredibly quickly whilst being the last survivor. This combined with Distortion, Sprint Burst and Prove Thyself/Adrenaline and/or a toolbox/medkit would let you pull wins out of insane situations against most Killers, without needing to rely solely on the hatch like with Left Behind. It is a very selfish build, however.
- Lastly I think Zarina would be pretty nice, with For the People and Off the Record, 2 solid perks that combine well with many other perks I have mentioned already, with For the People instantly giving you lots of "Benevolent" Emblem points and Off the Record letting you tank more hits on carried survivors.
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