Object of Obsession - how to fix it in SWF games

OoO is a very controversial perk: stupidly strong in SWF scenarios, but very risky if you are a solo player.

Furthermore, it can elicit some tunnelling / camping by the killer on the OoO user, which again makes it very detrimental for solo players, but exactly what you want in a swf.

With this out of the way, I propose two possible, and alternative, changes.

1) Disable OoO while on the hook

An hooked OoO has a free wall hack, free meaning that the hooked survivor don't risk anything by making their aura visible. The result in swf scenarios is that the killer will lose either a lot of generators, or the hooked survivor, since the team will know exactly if and when go for the rescue, plus they'll have exact information on when to run away from the generator they are repairing.

Solo survivors on the other hand don't gain too much information by the current situation - if they are lucky they can infer where the killer is most likely to patrol, but once the survivor is unhooked the state of the game can already be different (for example: totems may have been cleansed, generators may have been repaired, survivors may have changed their general location..).

Pros:

  • the perk is not changed that much
  • if devs want swf to gain an (honestly: very unfair) advantage from the perk, this can be a good compromise

Cons

  • this could incentivise OoO users proxy camping
  • swf can still gain a ton of information from OoO when the player is not hooked
2) Disable OoO for SWF players altogether

Players that join a game while in a lobby with one or more friends won't be able to use OoO. The perk will be greyed out, and the best thing would be to just swap it with something else.

DbD is a game of imperfect information, but this perk, in a swf game, will completely bypass this concept, at least as far as killer location is concerned (stealth killers notwithstanding).

I know, survivors can still try to join voice comm with strangers while in a lobby, bypassing the swf limitation, but I think this scenario is so unlikely to happen that we can concede on this.

Pros:

  • solo survivors won't be affected by the change, regarding perk efficacy
  • an unfair advantage of swf teams over solos will be addressed in a strong and effective way
  • killers will know that an OoO user is a solo survivor: this means that camping and tunnelling is not needed on their part - the OoO user won't feed information to the team anyway, and he will be the most likely to find late game anyway, so no need to sweat.

Cons:

  • all swf teams will be affected, may it be just 2 players or full 4 squad, may it be a sweaty team or a team that just wants to have fun
  • right now, this would be a unicum. This being said, I don't really see this as a con - in fact I'd like to see more and more little changes to perks / gameplay based on being solo or swf.


@Almo ? @Peanits ?

Comments

  • Object of Obsession can be countered by killers that has undetectable (Piggy, Myers, Ghostface, Wraith, Demogorgon) or use a perk/add-on that grants undetectable (Nurse, Demogorgon, Insidious)

  • You can not punish people for playing with their friends which is what you would do when you ban the perk for SWF.

    Perk needs to be reworked as it is a completely broken tool but hey great skillchecks are probably more frustrating.

  • @Endstille said:

    You can not punish people for playing with their friends which is what you would do when you ban the perk for SWF.

    Perk needs to be reworked as it is a completely broken tool but hey great skillchecks are probably more frustrating.

    I don't see how this is punishing: just use something else, since the perk is objectively broken in swf, but it's an interesting but risky concept for solo players.

    EDIT: in any case, my first proposal affects solo and swf players equally, did you read it?

  • @Nobsyde said:

    https://forum.deadbydaylight.com/en/discussion/comment/999494#Comment_999494

    I don't see how this is punishing: just use something else, since the perk is objectively broken in swf, but it's an interesting but risky concept for solo players.

    EDIT: in any case, my first proposal affects solo and swf players equally, did you read it?

    Yeah I did but you know it still means you will waste alot of time tryin to catch me, either that or lose gens.

    Punishment, in the sense of it puts people at a disadvantage for playing with their friends and that is a bad thing to do as everybody should have the same tools available. Thus it needs to be reworked imo.

  • OoO in a 4 man swf is quite possibly the most broken thing in the entire game. 3 of them get the benefits of OoO with none of the downsides.

  • @Endstille said:

    You can not punish people for playing with their friends which is what you would do when you ban the perk for SWF.

    Perk needs to be reworked as it is a completely broken tool but hey great skillchecks are probably more frustrating.

    How is that punishing at all? It's object, it's not like saying you can't use exhaustion perks. Although aying that I'd block head-on in swfs as well because that perk is extremely obnoxious in a comms group.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/999502#Comment_999502

    Yeah I did but you know it still means you will waste alot of time tryin to catch me, either that or lose gens.

    Punishment, in the sense of it puts people at a disadvantage for playing with their friends and that is a bad thing to do as everybody should have the same tools available. Thus it needs to be reworked imo.

    Please explain to me how a Solo has the same tools as a SWF? Noting the fact that Solo's don't have immediate communication with the rest of the team, which is the equivalent of 5-6 perks in the game for that reason alone?

  • To be honest, this is a brilliant simple fix to the perk until a better update could be made later (or be the entire fix the perk needs).


  • @NullEXE said:

    https://forum.deadbydaylight.com/en/discussion/comment/999525#Comment_999525

    Please explain to me how a Solo has the same tools as a SWF? Noting the fact that Solo's don't have immediate communication with the rest of the team, which is the equivalent of 5-6 perks in the game for that reason alone?

    I think it is just a bad balance idea to ban perks for people playin with their friends. When you keep that idea behind the balance it will lead to probably more perks ending up in that "banned when swf" (this page didn't even make it to page 2 without mentioning "head on") at some point they will decide to play swf not worth it and you have lobby sim again as people try to land in same lobby as their friends. On a sidenote even tho you might not like to hear it, not all swfs do use voice.

    Same tools as in they should have the same stuff available as when you go in solo. The perk needs to be reworked. I totally agree that it is very broken on 4man swf with voice.

  • @Endstille said:

    https://forum.deadbydaylight.com/en/discussion/comment/999584#Comment_999584

    I think it is just a bad balance idea to ban perks for people playin with their friends. When you keep that idea behind the balance it will lead to probably more perks ending up in that "banned when swf" (this page didn't even make it to page 2 without mentioning "head on") at some point they will decide to play swf not worth it and you have lobby sim again as people try to land in same lobby as their friends. On a sidenote even tho you might not like to hear it, not all swfs do use voice.

    Same tools as in they should have the same stuff available as when you go in solo. The perk needs to be reworked. I totally agree that it is very broken on 4man swf with voice.

    I can agree with that. It is pretty bad to ban perks just because you decide to play with friends, but i'm looking from the perspective of that OoO exists. It's far too powerful on a SWF with comms. Sucks for SWF's that don't play with comms that have no reason not to, at that point it is more their own choice not to use the tools available to them than you can balance around.

    As far as Head On goes, I don't see it that strong on a SWF with comms. I just don't pick up survivors who I can tell intentionally fall infront of lockers, otherwise I tend to laugh when I do get Head On saved picking up survivors, because - lets be real, it's hilarious, and fun to do. Regardless, as a perk you take - in comparison there are much better perks you can take than Head On even in a SWF. Unlike OoO - I highly doubt Head On would be a perk they "ban from SWF".

    I mentioned another idea in threads before. Adding a voice chat option to the game, so Solo survivors have the tool available to them. I know many would opt not use a voice chat when playing solo, but if the tool was available to them, then it's on them and not the developers for why they are weaker than SWF who are actively using comms. Some have even offered a vicinity voice chat, where you can talk to survivors who are near you - which would be weaker, but much cooler than just a voice chat.