Dead by Daylight

Dead by Daylight

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A feast for the Entity

A feast for the Entity

In public matches, sacrifice a total of 500 survivors.

20

1.54%

How to unlock the A feast for the Entity achievement in Dead by Daylight - Definitive Guide

Welcome to the early 2021 Update of DBD! DBD has been on Game Pass for some time now and with Cross-Play to increase the player base. Its been 2 years since my original post and it will still be available within the Spoiler down below at the section 11 marked 2018 Update. A lot has changed and it’s time for a rewrite and some elaboration. Some sections you may already be familiar with but this Solution will cover literally everything to help a new Killer get started. Feel free to skim past any of the bold sections you might not find relevant.

Sections:
(1) Sacrifice Defined:
(2) The Killers:
(3) Survive With Friends/Kill Your Friends: Custom Games:
(4) Lobby Questions:
(5) Chasing:
(6) Honey Traps
(7) Pallet Value
(8) Perks: Killer Builds
(9) Toxicity: Achievements
(10) Bloodpoints and Shards
(11) 2018 Update

The blunt of the Solution unfortunately isn’t exactly helpful; there is no “quick way” to get 500 Sacrifices. It will require a lot of luck and 125 perfect games at the very best scenario but more realistically. It will take time.



(1) Sacrificed Defined:
There’s 3 ways you can “remove” a Survivor from the game but a Sacrifice is defined by a Survivor using all of their Hooks and being removed by The Entity. A visual and audio queue within the Survivor Status in the bottom left corner will indicate all Survivor’s current game status if it be Healthy, Injured, Dying, Hooked, Sacrificed, Dead or Disconnected.
This is done by changing a Survivors Status from Healthy > Injured > Dying > Hooked > Sacrificed.
How to? Hit a Survivor to Dying and carry them on the Hook around the map. Pop them on and time literally does the rest.

Disconnection: The next form of removing a Survivor. Unfortunately. I still don’t believe that a Survivor who disconnects whilst on the Hook will count towards the achievement. So we can only count it as a loss. Fortunately. That’s one less Survivor in game and will aid you to hunt the rest down.

Mori’s: Still don’t count unfortunately and will apply the unlucky Survivor the Dead Status. Mori’s are usually obtained with specific Killers, Perks or Add-Ons. These are cinematic kills that are usually used for a showboat.



(2) The Killers:
Over your Killer career. You’ll find that all Killers have their advantages and disadvantages. You will find that you perform greatly in several areas naturally and have trouble with others. Only to be enhanced or exacerbated by each Killer.
My advice followed by my bias is to try each and every Killer you can. Some Powers and play styles will shorten the amount of time you’ll be playing DBD if it’s becoming a game you’re starting to regret. Those opposed, taking a liking to the game and will treat it as their casual game.
My money is always on The Trapper. An original Killer from day one who’s Terror Radius. Speed, Power, Profile, Hit Detection and Teachable Perks all compliment him to be a naturally well rounded easy Killer to pick up. Other people may argue The Hillbilly or The Doctor. Each to their own. I just wouldn’t recommend The Nurse to new players. With the 3.8m/s speed. You’ll be very unlikely to land a hit on a Survivor and find her Power frustrating to use. Do use her in time. Her Perks are useful for several Killers and builds.

The Survivors
It also goes without saying that time should be spent as a Survivor yourself to understand what a Survivor sees and how you think yourself as a Survivor. Routes you’d run, places you’d hide, avoid and recognise zones/roles you feel safe as/playing, Perks you’d use to help you remain undetected and successful for longer.
- Look to play against groups. More Challenging games will be the fastest way to improve yourself.
- Identify Groups 2/3/4 Players together. Being a little more dedicated to removing a coordinated group in a game is far more effective than removing the randoms and importantly, buys you time. It can be the difference from 1 person going for the save or 2/3 going for the same person when you consider Random to Groups.
- Your objective should to be always hitting the Generators if they’re chugging. Regression is Time remember that formula.
- When approaching a Generator and a Survivor runs. Let them for the moment. Start that Regression! The Survivor most likely used their Sprint Burst and their Scratch Marks will still be fresh. Hit the Generator. Then continue. If it’s not still regressing by the time you’re back then you know there’s another Survivor in that area working on it too. Know what you are and aren’t in control of.



(3) Custom Games
Customs is the fastest way to learn the perception of a Survivor. Learn the maps, it’s variations and strategies to go through. The experience of your friends is pretty invaluable and will help you identify faults within players.
Killing your friends via Custom Games is the alternative. The fast way to play against an experienced player who will exploit you when testing out Killers and Perk Builds and can advise you on where and how to improve.



(4) Lobby Questions:
Pre game Lobby is a surprisingly important time of the match. Yet it’s all analysis and experience. This is where you can see who you’re playing against.
- Are there any Flashlights/Toolbox’s/Med Kits being brought?
- Do you recognise their profile name from previous games?
- Are they second accounts?
- Are they a group/s or 4, 3, 2 or are they all strangers?
- What are the Safe Assumptions to make?
- Should I change which Killer I play as based on this lobby’s Item’s being brought in and the chosen characters?
- What Offerings are they going to bring, if any and which player was likely to have placed them?
- Bloodied clothes; have they just pumped all their Bloodpoints into this character or have they not played a while to be playing around your rank?(Assumption).

The time within Pre Game Lobby can be critical. Over time you will gain the gut feeling of how a game may go. You may need to play more tactical and away from your usual strategy. You may even be lucky or unlucky on where yourself or the Survivors spawn on the map.



(5) Chasing:
Chasing to begin with when learning the ropes can get extremely frustrating.
Survivors can move around freely without detection in most cases but leave behind Scratch Marks when they run around the game. These are indicated by the brightness and redness of of the marks. The fainter and the darker the marks. The older the trail is and likelihood of the Survivor hiding or being further away is increased. So follow the trail and check your surroundings!
There are Killer Perks available to help make tracking a Survivor easier but beware. There are also Survivor Perks that can reduce their ability to be tracked.

Not every chase needs dedication:
Some Survivors will be able to out-skill you. That’s just how it goes. Keep a chase to less than 30 seconds.
If you can get a hit/down. Reassess if the chase is worth it.
If you find yourself in a pallet loop. It might be time to go after the remainder of the group.
Constantly analyse the situation.

Be in control of where the chase is leading you:
A survivor may be running away but that doesn’t mean they’re any safer.
3 places that will lead you to having control of the remaining group is a term I call “herding”.
- Herding as far away from the group to a corner of a map or a “Dead Zone”. Dead Zones being areas with Generators completed. Areas that now no longer have any benefit to the Survivors. Bringing the group away from their Objective, buying you time.
- Herding the Survivor directly to the Generator that another Survivor is on. Stops them working on that particular Generator, sets up the next Chase and provides a steady amount of Bloodpoints. Mostly ideal if there are multiple Survivors are working on the same generator and there’s a good amount of progress complete.
- Basement. Should go without saying. There’s a long gap to reach safety if you’re making a save from the Basement as a Survivor. It can easily be a trap and the psychological impact having a Survivor in the Basement shouldn’t be undermined. The basement is no doubt going to be a loop opportunity but the group will certainly be hesitating to go save their friend. Losing one or two of their Hooks and disrupting their time working on Generators.


Psychological factors:
- Misinform groups who you believe are working as a group/part of a group. What this means is groups are in parties or chats. You’ll want one to tell the rest that you’re running Nurse’s Calling when really you’re running Monitor and Abuse with Bloodhound. (As an example). Or Mori the first Survivor to make them believe that they could all meet the same fate.
- Groups tend to be more risk takers since they know a friend will be nearby to help. Another potential Honey Trap for you to deploy.
- Identify Survivor perks. This falls under Safe Assumptions. What is safe to assume that a Survivor/Killer are running. I.e The Hag will probably be running at least 1 Hex Perk. Safe to assume that The Cannibal will have BBQ and Chilli. Nurse with Nurse’s Calling. Legion with Discordance and Sloppy Butcher. These work both ways. It is in general that most Survivors will run:
- 1 Exhaustion Perk, I.e. Sprint Burst, Lithe.
- 1 Natural Perk. I.e, Perks that are associated with that Character; Claudette with Self-Care.
- 1 Evasive Perk. I.e, Urban Evasion, Decisive Strike, Spine Chill.
Not an exhaustive list as groups may have an Objective bound player, a Killer Bait player and so on but there are Safe Assumptions in every game you play. It’s down to you to know what you’re working against.
- Survivors will be trying to identify your perks too. Some will be easy. Some won’t change the game at all. Just be mindful of who you’re playing against. Underestimating is where it’ll start to go wrong.



(6) Honey Traps:
Honey traps are great. A Honey Trap is self made term for deceptive plays you can make as a Killer that will more or less play in your favour. Putting Survivors having to come to you.
“Herding” mentioned earlier is still a form of Honey Trap.
- Playing dumb/inexperienced is always a great way to lure Survivors to be more daring. Being slow to pick up a Survivor or being “confused” around a Hook. Another one is seeing a Survivor crouched behind a bush or a tree. Don’t look directly at them. You have a “Red Stain” cone vision from their perspective that shows Survivors where you’re looking. Keep the Survivor in the corner of your screen and make a general direction towards them. Switch at the last second and you’ve caught them off guard.
- Double backing on a Pallet Loop. Especially when they appear confident that you’re going to follow the same pattern. It can be the deciding moment between calling off a Chase or
- Identifying who is carrying a group. Been able to hunt 3 of the 4 down easily? Well that 4th is what is carrying the team still. Have you seen or even hit them yet? You need to devise a trap to get them vulnerable. You can Hook 2 Survivors close together. Put a Survivor as far away as possible from the remaining Generators. Get them away from progress and be aware of how far you are away from that Hook when that Survivor is rescued. You’ll want the Healthy Survivor.
- The Hag: Random Phantasm Traps. Seriously. Players expect you to Trap the Hooked Survivor Generators and Totems but not just past the Pallet they’ll run to. The opposite side of the window vault, the middle of the Crop Field or within the grassy area of a Tree Line.
- I’m personally not a Hex player. But riskiness can reward you. Hex: Thrill of The Hunt has a huge psychological factor involved making the players believe something worse is in play. They’ll want ToTH gone. That Totem will notify you. Even if that’s the only Hex that is on. It can slow down the play.
- My personal favourite. Generator completion. Uncoordinated groups are notorious for it. The last 3 Generators are right on top of each other. Game Over. The game will be yours. The patrol you now have to make is in such a short space that progress cannot be made without compromise of the player. So be aware of what Generators are being completed. Note the maps shape. How close the remaining ones are and how well can you defend each combination. You can afford to lose a Generator in certain locations.
- Touching on the last. As a Survivor. Ideally you want a Generator in the middle of the map to be one of the first 2 completed. Doesn’t need to be instant but what you will need is space. A corner Generator will most likely be the first one complete but don’t let it distract you too much.
- Late game 1v1. Objective is now the Hatch. Don’t get panicky either side of the fence. As a Survivor. Unless I’ve seen the Hatch on the map. I will head to a gate instead whilst the Killer runs headless around the map to find the Hatch. As the Killer. Close the Hatch, it’s Bloodpoints and that gamble of getting to the right gate in time; 50/50 chance of winning.



(7) Pallet Value:
You’re going to get slapped by a lot of pallets throughout your Killer career but time will teach you the value of each pallet on each map variation.
Pallets will subconsciously fall into 3 categories and it’s to do with their surroundings:
- Very Safe
- Safe
- Unsafe

Very Safe: Is a pallet where there is no cover to perform a loop. A Survivor vaulting either side of the pallet will get you that hit and offers them no protection. The Chase has 100% of continuing.

Safe: A pallet that offers some cover. Usually a large rock or a rectangular loop around a singular object. The loop can be ran down and broken. A bit of quick manoeuvring or a timed pallet break will render it useless. About a 70/30 change to keep the Chase up from a Safe Pallet.

Unsafe: Now these are where you’ll soon learn who you’re coming up against and their skill level. Large distances, obstacles and/or corners by that pallet. Being Stunned will most likely lose you the Chase. Breaking the pallet will give them enough time to find a new loop and reset the Chase. Just break these pallets and remove them quickly. Reassess the Chase if you can hear other Survivors or Generators. The Pallet removes the loop and the Survivor gains confidence from a Chase “won”.
Dropping a Chase doesn’t mean a Survivor has beat you, yet.



(8) Perks:
A very, very big subject and what I could go on forever about. Perks are very subjective to the Killer you are choosing and how you decide you play. How well you play that role too.
Since this is for those just starting out. I will keep it to just the Trapper, Wraith and Doctor in what I’d call a Natural Builds, complementing what the Killers natural abilities achieve and Perks you find in the General Category. and an Ideal Build. As a heavy psychological player. You can see how different the perk build will change over the required play style and the desired play styles.

Before you start overloading yourselves. Think about the basics. Everything displayed is just information and examples. You may love of loathe these Killers. Don’t worry so much about the optimised Perk builds, psychological value or the most efficient way to get all 4 Survivors yet. All of the below information will be useless if you can’t
A). Find the Survivors
B). Hit the Survivors
C). Chase the Survivors
D). Track the Survivors
E). Hook the Survivors

If you find yourselves struggling in any of these areas then some of these Perks will give you that boost.
Brutal Strength - The Trapper
(Break Pallets Quicker)
Agitation- The Trapper
(Faster movement speed whilst carrying a Survivor to a Hook)
Enduring - The Hillbilly
(Faster Recovery from being Stunned)
Unrelenting - General Perk
(Faster Recovery from missed Attacks)
Bloodhound - The Wraith
(Bloodstains are easier to spot and last longer)
Shadowborn - The Wraith
(Your Field of View is increased)
Monitor and Abuse - The Doctor
(Field of View is increased. Terror Radius is increased during Chases and decreased out of Chases).
Overcharge - The Doctor
(After hitting a Generator. The Survivors are faced with a difficult Skill Check. Failing will regress the Generator further and notify you).


The Trapper:
My bias but the most versatile, tall, fast, range is fantastic and the ability is simple enough to use but not so time consuming it’s ineffective if used properly.
The ability of placing down Bear Traps is the same concept as The Hag’s. Learn placement and ideal opportunities and you’ll find yourself hardly working.
Lay your traps out in an area you want Survivors to run in before you approach them. Trust me on this. Heard them to the area. Long grass behind a Pallet, Window Vault or my favourite. Basement Trap. The bloopers start.

Trapper Natural
Unnerving Presence - The Trapper Perk
Distressing - General Perk
Spies From The Shadows - General Perk
Bitter Murmur - General Perk

Distressing and Unnerving create tension. Forcing the pressure for mistakes when you’re close to a survivor.
Spies and Murmur are a great combo to keep you within the general area of Survivors to keep the pressure applied.

You can swap out Spies for Bloodhound if you’re having difficulty keeping up with Survivors. Though to save the Perk. I’d suggest playing as The Wraith.

Trapper Ideal - Punishment Build
Bitter Murmur - General Perk
Thanatophobia - The Nurse Perk
Fire Up - The Nightmare Perk
Tinkerer- The Hillbilly Perk

Punishment builds: being punished for progressing. The build isn’t toxic (we’ll talk about that in a bit) but it’s challenging and they’re builds that Survivors may not know how to deal with or how to counter. Also keeping the game fresh and a little more balanced for yourself if you’re confident with the Killer you’re using.
Murmur and Fire Up. Punished for completing a generator. Be faster and know where they’re at to price pressure.
Thantophobia, Collective punishment for being caught.
Tinkerer. Punishment for trying. Full stop.

As for a True Toxic build to compare Toxicity:
Thanatophobia - The Nurse Perk
Sloppy Butcher - General Perk
BBQ and Chilli - The Cannibal Perk
Thrilling Tremors - The Ghost Face Perk
The difference for a challenging build and a plain toxic build is how excessive is it? Are you making things hard or impossible for the Survivors whilst simultaneously making it challenging/interesting or easy for yourself?


The Wraith:
He’s had several reworks over the years but has remained an excellent tracker. Scratch marks and blood stains are when you want to remain cloaked. A silent assassin if you will.

Wraith Natural
Bloodhound - The Wraith
Bitter Murmur- General Perk
Sloppy Butcher - General Perk
Hex: Thrill of the Hunt - General Perk

The Natural build optimising Wraith’s tracking ability with extensive blood loss, longer heal times and two windows of location from Generators being complete or removal of the Hex. Offers enough psychological value to prolong gameplay.

Wraith Ideal - Psychological Build
Monitor and Abuse - The Doctor Perk
Hex: Thrill of the Hunt - General Perk
Hex: Ruin - The Hag Perk
Remember Me - The Nightmare Perk

So this is full on psychological. Forcing players to be solid Skill Checkers and having to play into your stealthy hands
Wide field of view. (ALWAYS choose Monitor and Abuse over Shadowborn for any Killer). Then upon the worst being over (the Hex’s). The Opening of the Exit Gate is considerably longer. If they make it that far.


The Doctor:
An Area of Effect Killer. Those remembering the first version of the Doc will remember how tempting it was in general to just leave the game. The Doctor works on Madness a Power of yours which can make Survivors scream. Revealing their location. Achieved by either using the AoE ability or individually chasing and zapping each Survivor. Either way. He’s still a formidable Killer to come up against.

Doctor Natural
Monitor and Abuse - The Doctor Perk
Overcharge - The Doctor Perk
Hex: No One Escapes Death - General Perk
Bitter Murmur - General Perk

Not a great build for the Doc admittedly but with starting up perks. It’ll do. Strong delays in the games progression with a punishment/distraction at the end game.


Doctor Ideal - All Seeing Build
Monitor and Abuse - The Doctor Perk
BBQ and Chilli - The Cannibal Perk
Overcharge - The Doctor
Furtive Chase - The Ghost Face Perk

Again, not the perfect build for him but as the Doctor. Survivors will spend as much time away and out of your radius as possible. What better to throw balance off than to reduce your radius and see where they’re hanging out across the Map after a successful Chase?



(9) Toxicity:
The term has 2 meanings to it. Both referring to the style of play or the difficulty of play.
Example of the first would be any Killer consistently downing, refusing to Hook or even Facecamping a or the same Survivor. It’s a reflection of your ability which often doesn’t provide a fun experience for you or the Survivors. Usually leads to unpleasant messages post game.
I’d opt for never doing it but I’d wager there are times where a Facecamp or down is acceptable.

Facecamping: If you’re unfamiliar with the term. It’s literally guarding and watching a Hooked player. Very boring and by doing so, you’ll probably lose 2 Generators by the time they’re Sacrificed. Just don’t do it unless both the Exit Gates are open and you haven’t got a Sacrifice yet. You down someone and get them on the Hook. Absolutely. The game is a lost cause. Protect what little you can. Defend your kill from the rescuing Survivors. It’ll happen.
As a Survivor you’ll hear about the Cannibal Insidious Basement Facecamp and the general Myers Facecamp which is incredibly frustrating to be on the receiving end of. The objective is to remove that kind of play from the dwindling player base.

Downs:for either of the Hatch/End Game Collapse/Merciless achievements. These are what I complain about being “Situational” achievements as there’s never a concrete way to meet the criteria consistently. Luck comes into it all.
If you’re 1v1 and it’s all game for the Hatch: Sure. Down them. Close that Hatch and Hook them. Make progress towards them achievements.
Merciless: This is more of a 2v1 scenario. It’s cheap but if you know you’ve made enough points in all categories but just need the final 2 Sacrifices. Then sure. Down 1 and hunt for the other. Down them both and find Hooks for them. A general play style I advise against as it’s really cheap, takes the game hostage sometimes but I completely understand from a Survivor’s point of view. I really don’t like playing as some Killers and want to never play them again as quickly as possible.

The second would be a Legion Killer running, Discordance, Sloppy Butcher, Thanatophobia and Nurses Calling. A Perk build that as a Survivor, wouldn’t put much effort into the game because you just wouldn’t win. It’s a very difficult game to make progress and would rely on a good team to have a fighting chance. Not that you shouldn’t or couldn’t use that build. It’s popular. It’s just not exciting to play against as the advantage feels very stacked on the Killers side.
Again. Your views on that may completely differ on that statement and our abilities both differ too. A good team and beat any Killer but a great Killer can destroy any team



(10) Bloodpoints and Shards
Formally known in general as progression.
Bloodpoints (BP) are what you earn for actions as a Killer or Survivor. Both combine and are currently capped at 1,000,000 Bloodpoints. It sounds like a lot. It isn’t.
You shall be looking at around 125,000 - 200,000 Bloodpoints to raise any character from Level 1 to 10-15. Depending on luck and around 1,000,000 to go from 1-50.
- Bloodpoints are spent within the Bloodweb, obtaining Perks, Add-Ons, Equipment for characters.
- At level 10. You’re introduced to The Entity. It’s essentially a “this or that” scenario when it turns up. Be tactical. Choose the Perk you want because the other will disappear from The Entity. Conserve your BP’s go for the cheapest routes to gain more levels if you’re going for a character’s Teachables you won’t play as.
- Teachable Perks. All Killers and Survivors have Teachable Perks. Within the Bloodweb from levels 30, 35 and 40. A direct way to make a specific Perk to someone available for all with the possibility of RNG. Simply buy the Perk within the Web and then put points into the character you want that Perk with. I.e. Spring Burst (Meg Thomas) on Jake Park. You’ll need to get to level 35 with Meg Thomas obtain the Teachable. Then from any level with Jake Park or any Survivor now. May have Sprint Burst pop up from level 1-50. Maybe not at all. It’s all RNG and the more Teachable Perks you have unlocked the less chance you have to gain a specific Perk but the more variety you will have for all characters.
- Perks will be available in the Bloodweb. All Perks will start at Rank 1 and can be found again in the Bloodweb until they reach Rank 3. Rank 3 Perks are more powerful and more useful but cost more points.
- The Bloodweb will go from level 1-50. You can prestige which resets all your character progress in exchange for a Bloodied item (a weapon, shirt then face for Prestige’s 1/2/3). All cosmetic only. And improving the RNG for better items in future Bloodweb for that character. Prestiging isn’t worth it for most players. If you’re going to go for it. I’d advise using all of your Add-Ons and having a stockpile of BP’s ready to put that character back up to level 15 at least so you’re not capping yourself too bad.
- You can still remain at level 50 and keep on putting points into the Bloodweb, it’ll reset the web when completed but is a very costly process if you’re looking for a specific Perk to potentially pop up.
- Shards are earned from Player Levels. In game XP for playing games as either Killer/Survivor. These can be spent to buy some more characters, cosmetics or specific Perks in the Shrine of Secrets. Characters typically costing 9,000 Shards and Perks ranging from 2,000 - 4,000 Shards each. Characters available all the time but the Perks. General advice is to just buy the characters and not individual Perks.
- Compendium/The Rift also offer Bloodpoints for challenges in a series of Tomes. These are handy little boosters that increase as you go through the Tomes. 10,000 - 50,000 BP’s can be earned per challenge.



(11) 2018 Update:
In this final section within the Spoiler is the entirety of the previous Solution posted before the update. Thank you very much for reading and I hope the Solution helped.

Finally. Welcome to Dead By Daylight

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14 Nov 2018 12:20

1 Comment
If you manage to get 4 kills every game (highly unlikely) this will take 125 matches.
If you can manage to get 3 kills a game, (much more realistic) and which many deem is a “win” for the killer; this will take 167 matches.
Don’t use mori’s or any other type of killing method. Including letting them bleed out. (Known as slugging)
Only hook sacrifices or not escaping before the end game collapses will count.
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By DeeSwitz TTV on 31 Dec 2022 10:09
Pretty straight forward. However, only sacrifices on hooks or to the entity in End Game Collapse will count. Mori's or abilities such as Rancor or the reverse bear traps, or letter the survivor bleed out as that will not count toward the sacrifice goal.
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29 Dec 2020 00:00

just kill 1000 survivors
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24 Dec 2022 00:00

This trophy is cumulative, and will unlock when you sacrifice your 500th survivor. A sacrifice occurs when a survivor is hooked and the bar under their name reaches 0%, or they are hooked any time after they were previously hooked and in stage II of their sacrifice. Their bodies will be carried into the sky by the Entity. Disconnections do not count as sacrifices. This trophy will unlock while you make progress towards the other killer related trophies.

For more information on sacrifices, see The Grand Sacrifice.
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The longest and most tedious trophy and one of the last before receiving platinum. 500 sacrifices will take a lot of time. To make the process go faster, I recommend “draining” the rank to the maximum allowable - 15. This is done by instantly exiting the rink. Immediately -2 drops.
At this rank, the chances of winning with the coveted -4 survival will increase sharply than playing at ranks 10 and higher. I did this: I reached rank 12 and immediately dropped to 15. I played a witch with her unique perk “corruption: destruction” for beginners at rank 15, this perk is like the embodiment of a bad dream. At ranks 15-13 I made -4 in 90% of cases. In 100 skating rinks, I only had survivors leave through the gate a couple of times. It's in your best interest to make the game easier for yourself.
Another tip: as soon as you see 3 or 4 survivors connected at the same time in the lobby, leave. With a party it will be much more difficult and much longer than in public.

I would also like to emphasize that Sacrifice will only be given if the survivor on the hook dies completely. The second stage with the appearance of the entity is not enough. It is when the health bar reaches 0 and the entity takes the survivor to its chambers and a skull appears on the character icon - only then will there be a sacrifice. And so 500 times. Ideally, 125 skating rink at -4. In my case, it took about ~150 minutes, since survivors will often be disconnected from the game.
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06 Oct 2018 06:05