Ultimate Weapon + Movement Killers

This perk is an huge problem and needs some kind of nerf. Killers like blight and nurse who are already strong become unbeatable when they have UW on. They can traverse the map so quickly plus a overwhelming pressure and you will never have a place to hide or be stealthy. 3 games, 3 5 gens. The timing needs a nerf drastically. Like cut in half

Comments

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534944#Comment_3534944

    And why not use Calm Spirit? This is exactly what a living (not set in stone) meta is: new stuff becomes strong and gets regularly encountered, thus customising options that were subpar before become a counter and edge into the meta. Its a give and take that should keep things theoretically moving, but in DBD a lot of players seem to be adverse to the idea of not using the strongest possible build and hate the idea to divert one spot on the perk loadout to counter or deal with a meta choice that the other side most likely will employ... maybe not every match, but he majority. I think its this "I want value each match from mu perks, otherwise its subpar/uncool/unfun" thinking, that drives a lot of push towards nerfs instead of adapting the loadout.

    Of course, some perks are indeed busted and in need of a change, and Ultimate Weapon is really, really strong, but it also gets 100% countered by a perk that's not meta right now.

    When survivors started playing a lot of Adrenalin after the medkit nerf I started to make room for Terminus, a subpar perk in most cases, but in the Adrenalin meta it saved the day and pulled its weight exceptionally. During the DH meta there were all kind of builds that tried to counter it, it was just that oppressive (Septic Touch to Hysteria and Blood Echos ... here were all kind of builds just to counter DH). And now with MFT to prevalent I see myself using that +5% speed perk from the Alien more and more. I just wished that it got a bit more uptime, 10s is really a very short window, BUT it's often enough to punish cheeky MFT users and I have it equipped on a lot of killers.

    Terminus, Repid Brutality, Ultimate Weapon and STBFL or DMS seems to be rather meta on my side, a far cry from the PainRes/Eruption/Pop/NowhereToHide kick meta.

    @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543497#Comment_3543497

    Actually... I want aware of this. I really thought that Calm Spirit was the hard counter. I stand corrected ... but my other piece about people being unwilling to move the meta still stands.

    "but in DBD a lot of players seem to be adverse to the idea of not using the strongest possible build and hate the idea to divert one spot on the perk loadout to counter or deal with a meta choice that the other side most likely will employ"

    Half the time (air quotes) "the counter perk to the meta" are usually terrible. Shatter hope for co2... Repress Alliance for the gen kick era... blood echo against old dh was a thing....Run blindness perks to deal with windows of opportunity.... :)

    It's the meta for a reason! Strong and hard to counter. Just cause a perk counter another dosen't mean it wroth running. Calm spirit is toliet water at best. You better off running meta perks.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3534944#Comment_3534944

    And why not use Calm Spirit? This is exactly what a living (not set in stone) meta is: new stuff becomes strong and gets regularly encountered, thus customising options that were subpar before become a counter and edge into the meta. Its a give and take that should keep things theoretically moving, but in DBD a lot of players seem to be adverse to the idea of not using the strongest possible build and hate the idea to divert one spot on the perk loadout to counter or deal with a meta choice that the other side most likely will employ... maybe not every match, but he majority. I think its this "I want value each match from mu perks, otherwise its subpar/uncool/unfun" thinking, that drives a lot of push towards nerfs instead of adapting the loadout.

    Of course, some perks are indeed busted and in need of a change, and Ultimate Weapon is really, really strong, but it also gets 100% countered by a perk that's not meta right now.

    When survivors started playing a lot of Adrenalin after the medkit nerf I started to make room for Terminus, a subpar perk in most cases, but in the Adrenalin meta it saved the day and pulled its weight exceptionally. During the DH meta there were all kind of builds that tried to counter it, it was just that oppressive (Septic Touch to Hysteria and Blood Echos ... here were all kind of builds just to counter DH). And now with MFT to prevalent I see myself using that +5% speed perk from the Alien more and more. I just wished that it got a bit more uptime, 10s is really a very short window, BUT it's often enough to punish cheeky MFT users and I have it equipped on a lot of killers.

    Terminus, Repid Brutality, Ultimate Weapon and STBFL or DMS seems to be rather meta on my side, a far cry from the PainRes/Eruption/Pop/NowhereToHide kick meta.

    Because being forced to use a perk as the only counter to a perk on the other side that may not even be in play is bad design.

    Also, Calm Spirit is bugged and is occasionally not blocking scream location bubbles anyway (even though it still correctly blocks the screams).

  • I love the fact we are discussing about Ultimate Weapon, and for some reason people bring MFT to this conversation

    Like what ????????????

  • @adam1233467 said:

    I love the fact we are discussing about Ultimate Weapon, and for some reason people bring MFT to this conversation

    Like what ????????????

    Have you actually read my comment? ^_-

  • @sizzlingmario4 said:

    It does need a nerf but it’s not because of Nurse and Blight, it just lasts way too long in general and unless survivors use Calm Spirit it is better than every other tracking perk.

    nvm i f’d up

  • @dbdthegame said:

    Aye, UW needs a nerf. Adjust the cooldown/active time and it's fine.

    To what? I feel like alot of ppl don't even realize this perk HAS a cooldown.

  • @Paternalpark said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3535099#Comment_3535099

    OoO was the best tracking perk and got gutted.

    Why should killer side be spared?

    OoO was genuinely OP against killers that have built in stealth or hell if people actually use oblivious perks/addons.

  • @Akumakaji said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543538#Comment_3543538

    I have the lurking suspicion, that this is part of BHVRs plan to make the game more fun, again. A lot was done in the last year to make the game more "balanced", and while we succeeded with that, we all felt the pangs of the aftermath: killers without OP regression felt they needed to tunnel, and tunneled survivors without DH felt the need to slam gens like their live depended on it (which it frankly does. Duh!), instead of memeing around or going for a brisk stroll around the grounds, leading to both sides tunneling and slamming away like its no ones business.

    MFT, while severely hated by the killer community, was the ray of hope that a lot of survivors had hoped for: a new, slightly overtuned (maybe OP, maybe not) chase perk that let them reenact their favorite sketch from the Benny Hill Show.

    And low and behold, next chapter kllers got Ultimate Weapon and Rapid Brutality, two perks that counter sneaky survivors hard and gave crafty and deft killers a 10s window to shut down those pesky MFT users.

    Basically both killers and survivors got unbalanced, overtunend (maybe OP) new tools that they love and the other side hates and that breathed a bit of fresh air into the stale DBD formula. Games are allowed to be fun again, both sides now have something to fight the more frustrating elements of the game and we all get more chases that are winnable for both sides, something that we all dearly craved, yet harshly missed.

    Our constant yelling and whining got the game pretty balanced, but this balancing act also optimised the fun out of the game and players used the last screw they could tighten (tunneling and slamming gens) to their full extend, tightening it as fast as they could. I guess asymetric games NEED to be a little bit unbalanced and swing both ways, allowing for dumb and hilarious misplays and spectacular triumphs. What we need now is a means for killers to be rewarded for hooks and punished for early kills, while not shooting themselves in the foot for letting a survivor on death hook getting away in favor of an unhooked conpatriot.

    Not sounding dramatic, but DBD is at a turning point right now: BHVR must get it back in line and bring the fun back into the game, or else we will be left with a dedicated playerbase thats too stubborn to stop playing the game, while turning more and more bitter and resentful.

    There are too many perks in the game. The problem with ultimate weapon is basically in the name of the perk. It is so powerful its like giving the killer a 2nd power rather than a perk benefit. The other problem with the perk is it forces every survivor player to play around lockers since you never know if the killer is using this perk. Hiding near the killer will be pointless since all they have to do is open any locker and every survivor nearby is revealed to them. So many plays involve close range hiding. This play is now basically pointless because of 1 perk. So much of DBD revolves around perks and whether or not you have the right loadout to deal with any given situation.

    If they're trying to make the game more fun then you have to consider that not everyone plays the game in a universal way. Ultimate weapon alienates players who use stealthy playstyles when near objectives and the killer. No one is going to want to stay near any killer now knowing that if the killer simply opens a locker they will be revealed if they have this perk. I rarely see people run the killer for longer than a few seconds, so this situation is not ideal for most players. The perk is way too powerful, and the game overall is too heavily revolved around them.

  • @Brimp said:

    Calm spirit.

    The way you ignored so many comments saying calm spirit doesn't actually counter this perk...🤡

  • @Venusa said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3543759#Comment_3543759

    The way you ignored so many comments saying calm spirit doesn't actually counter this perk...🤡

    Yeah no im not reading through the 8 essays in the comments

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