Someone break down for me why UW is OverPowered

The only argument I've ever heard for this perk is "You're stupid if you don't know why" or "Because everyones running it" not a single soul has given me an actual explanation as to what makes it too strong.

Completely ignoring the blindness it applies since it's such a useless affliction in most cases (you could remove it and not a single killer would care) all it does is allow you to track people and in most cases you'll either go for the first person who screams or the last one (if you plan to get value on everyone) which is something other perks do.

My personal take on why the perk is so popular is because it's a tracking perk that isn't gated by stupid restrictions/limitations. Most perks that show auras have limitations such as only working near lockers or only on far away targets etc. UW is a perk you choose when you activate and what area it works in making it reliable which is something a lot of tracking perks are missing and need desperately.

Comments

  • This is an easy fix, since UW has two components (blindness and the scream) it's clearly too much to have it be readily available like this.

    If we're being consistent, they should only make survivors scream when in deep wounds.

  • @AmpersandUnderscore said:

    This is an easy fix, since UW has two components (blindness and the scream) it's clearly too much to have it be readily available like this.

    If we're being consistent, they should only make survivors scream when in deep wounds.

    What makes you think that survivors should scream when they are in deep wounds?

  • @bobateo said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586602#Comment_3586602

    But that isn't what a cooldown is and adding a condition of 'if I get all the value a perk can give over 30 seconds in the first .05 second' does not suddenly make UW cooldown universally 60 seconds. The perk has a set 'value' that can be gained over the course of its 30 second activation. Whether or not all the value is gained right at beginning or all at the end does not change its actual cooldown of 30 seconds.

    While there might be instances that UW feels like it has a longer cooldown, at the end of the day it doesn't because you could find all 4 survs at the 29.5 second mark and still get the full 'value' that the perk can give right before it goes on its actual cooldown.

    A 30 second activation window comes close to guaranteeing that you will find a surv with it and the 30 sec cooldown means that more than likely by the time you've chased, downed, hooked that surv, you are at or very near being able to activate it again. Saying that UW does have a 60 cooldown without adding the huge qualifier of 'in very specific situations where you get all the perk value right at the beginning' is pretty misleading. I am not saying you're doing that, but other people claiming the 60 second cooldown have.

    Finally someone with common sense that was able to explain what I've been trying to say elaborately and articulately. Thank you!🤠

  • Overpowered is a strong word and I don't think UW necessarily is - but it is somewhat overtuned for the reasons many people have pointed out.


    Personally, I'd be alright with making it a fixed radius (25m) and making it shrink to zero over the course of its activation time.

    As is, it's half of Doctor's kit, but better; no charge time, less cooldown and it moves with you.

  • @Astel said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587191#Comment_3587191

    What makes you think that survivors should scream when they are in deep wounds?

    I'm referring to the MfT nerf. Where it still has 2 effects, but one is being made incredibly restrictive to be able to use.

    Both MfT and UW suffer from the 'actually two perks in one' problem. The 'deep wounds' solution was BHVR's answer to that.

  • Because Nurse and Blight still exist. I don't understand why most think that the issue with UW is its blindness status effect. It's the fact that you're screaming no matter where you are, even if in lockers, and when you're up against a high-mobility killer it is basically ggs. I think even Philip would become unstoppable with this perk.


    @C3Tooth said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586415#Comment_3586415

    Even with a perk that allow killers to sprint at Blight speed. Doctor is still not as broken as Blight.

    https://us.v-cdn.net/6030815/uploads/BEG2WJZVIULH/image.png

    I would like a perk on survivor that if killer hooks them, killers will get Blind status for 30sec. Then Im sure killers understand how annoying Blindness status is for survivors.

    The constant Blindness that deny over 20 survivor' perks is one thing. But the biggest problem is deny the aura from slugged and hooked teammates, those are build-in aura for a reason.

    Ps: I dont think 5sec activation is a nerf to the perk. Blight can cross the map and make a use on you within 5sec. Other killers are fine (not the Blindness though), 5sec would make the info part almost useless on them.

    Since when are you no longer drawing Spirit, what the heck 😭 /j

  • Imo it is a strong perk but don't know if it's overpowered.

    You can say it's overpowered on strong killers but that's a matter of strong killers not the perk itself.

    Also the perk is the only counter to Distortion, that's what I thought since Alien PTB came out.

  • @SimpleTora said:

    The only argument I've ever heard for this perk is "You're stupid if you don't know why" or "Because everyones running it" not a single soul has given me an actual explanation as to what makes it too strong.

    Completely ignoring the blindness it applies since it's such a useless affliction in most cases (you could remove it and not a single killer would care) all it does is allow you to track people and in most cases you'll either go for the first person who screams or the last one (if you plan to get value on everyone) which is something other perks do.

    My personal take on why the perk is so popular is because it's a tracking perk that isn't gated by stupid restrictions/limitations. Most perks that show auras have limitations such as only working near lockers or only on far away targets etc. UW is a perk you choose when you activate and what area it works in making it reliable which is something a lot of tracking perks are missing and need desperately.

    Best perk to find pep yeah but only if they are really close to you becuz u can effectively hide and dont find you.

  • @SimpleTora said:

    I notice a lot of people talking about how blindness hurts Solo Q. A lot of people seem to be ignoring that auras are a luxury not a necessity and not all survivors are going to do anything with said luxury.

    I still have games (with people who have over 2k hours in this game) that still hide in a corner from a killer they can see with kindred. This isn't something you should be rewarded for with more tools to help you, the game should encourage you to actually learn something. I personally don't care if UW loses it's blindness or not I find it absolutely worthless in most situations when I use it or am hit by it since I actually pay attention to what's going on in the game.

    Using solo Q as an excuse is dumb and I wish people would realize that no amount of buffs will help solo Q because the players are the problem and you can't take away that issue without removing freedom from the players. The devs can make it so survivors get 5 health states but if my teammates decide to do 5 totems for an archive then die on hook I still have a very good chance at losing the game if the killer slugs us all.

    Info in the hands of the stupid people is useless. Info in the hands of smart people is dangerous. If BHVR truly cared about bridging the gap they would have a ranked and casual mode so nonserious casual players aren't ruining the games for sweatlords. The game isn't a competitive Esport though so they don't care.

    With that long rant my take is that blindness is still incredibly useless because it only hurts the players that were going to do nothing with the info they were given anyway

    If blindness would only affect additional auras from perks, then I might agree with you. But blindness also blocks out basic auras, so ppl on hook or in dying state. And THIS is the main detriment for solo Q. You cannot save someone if you cannot see them. And you cannot communicate with the randoms so they tell you were they are.

    Sure UWs blindness is not unlimited like Third Seal, but it still has the potential to block auras for a considerable amount of time, which can be enough for a random team mate to drop into second stage or die, just bc the rescuer does not see the hook aura when they need to.

  • Simple, huge reward for doing something that takes 0 skills

  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587075#Comment_3587075

    Oh, yes, to be clear, saying that Ultimate Weapon has a 30 second flat cooldown and saying it has a 60 second flat cooldown are both equally wrong.

    Ultimate Weapon has a variable cooldown of between thirty and sixty seconds, depending on when it actually procs. The activation window has to pass before the cooldown even starts, so it is meaningfully part of the cooldown before it can be used again. You can't give the perk a fixed number that is the definite real cooldown, because it varies.

    This is probably an 'agree to disagree' moment!

    I still don't think you can accurately say the cooldown is variable. There is a pretty large difference between 'perk is active but can give no more value *because all the potential value has been realized*' and 'perk cannot be activated at all and therefore can give 0 value'. Nor does it operate like exhaustion perks, which IMO would have a greater claim to a variable cooldown because the time to activate again can objectively be extended if a surv is running. However, I think that is still inaccurate at the end of the day because the exhaustion mechanic has the specific caveats that halt its recovery built into it.

    The only way I think a longer cooldown on UW could be reasonably argued is if it's potential value decreased over the activation window. But it doesn't. The full value can be gained up until the moment the activation window ends.

  • Breakdown: UW interrupts the survivor's agency and makes the match harder for them to control, therefore, warpath.

  • @MikaelaWantsYourBoon said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586543#Comment_3586543

    Yes, if Nurse and Blight are not going anywhere we need to nerf perks. Strong perks should never exists when these killers are in game.

    I would like to see nuke Blight and rework Nurse but i am highly doubt this will happen. So we have to target next things which makes them even worse to face.

    If we're only caring about the <10% of the killers at the top we should do the same for survivors.

    Strong survivor perks should never exist as long as good SWFs are in the game.


    SoloQ and other killers can just Suffer I guess.

  • @[Deleted User] said:

    Unbalanced Ultimate Weapon:

    The perk in its current state.

    Balanced Ultimate Weapon:

    Whenever you open a locker, Ultimate Weapon activates.

    Any Survivors within your terror radius scream and reveal their location to you.

    Those Survivors suffer from the blindness status effect for 30 seconds.

    Ultimate Weapon has a cool-down of 40/35/30 seconds.

     

    This adjustment allows the perk to synergize well with iron maiden but in all honesty, it would heavily nerf the perk and put it with the rest of the trash perks which is what needs to happen. MFT is already getting this treatment. The way the perk is in its current state is unhealthy for the game as it’s just too potent for solo queue to deal with. 4 game out of 5 if the killer has UW, it’s going to be a bad game for survivors in solo.

    I do agree with this change, but not the reasoning behind it 100% in this case.

    If we're going to balance for SoloQ we shouldn't balance for Nurse and Blight. That'd be balancing survivors for the "low tier" but killers for the "high tier".

    UW is fine on most killers its just the very top where its a problem.

    If your balance philosophy is low-mid tiers then UW is fine, if its high tiers then it should be nerfed a little bit.

    But we should be consistent for both sides. Its either SoloQ and low killers or SWF and high killers.

  • @CaulDrohn said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3586699#Comment_3586699

    If blindness would only affect additional auras from perks, then I might agree with you. But blindness also blocks out basic auras, so ppl on hook or in dying state. And THIS is the main detriment for solo Q. You cannot save someone if you cannot see them. And you cannot communicate with the randoms so they tell you were they are.

    Sure UWs blindness is not unlimited like Third Seal, but it still has the potential to block auras for a considerable amount of time, which can be enough for a random team mate to drop into second stage or die, just bc the rescuer does not see the hook aura when they need to.

    There is an obnoxiously large bubble that shows you where someone got hooked all you have to do is pay attention. This is my biggest gripe with solo Q and why it doesn't need buffs. People just refuse to actually pay attention to what's happening and expect the game to handhold them the info so they can do less for more reward. The only time i've ever not been able to find someone because of blindness was on RPD and that's because I didn't know the map very well at all at the time. We shouldn't reward people for not paying attention to the game

  • @SimpleTora said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587548#Comment_3587548

    There is an obnoxiously large bubble that shows you where someone got hooked all you have to do is pay attention. This is my biggest gripe with solo Q and why it doesn't need buffs. People just refuse to actually pay attention to what's happening and expect the game to handhold them the info so they can do less for more reward. The only time i've ever not been able to find someone because of blindness was on RPD and that's because I didn't know the map very well at all at the time. We shouldn't reward people for not paying attention to the game

    Yes there is the bubble, but it only gives you a rough direction. and when you are the next one being chased, you can easily forget the whereabouts of the others in the heat of the moment.

    The impact of blindness magnifies the longer it is active, and when the killer is fast in downing and hooking ppl, good luck finding all of your team mates even when you were not chased away. Esp. on multilevel indoor maps like the Game, Midwich, Rpd.

    But all that solely impacts SoloQ, since swf have comms. That's the reason third seal can totally stomp random lobbies, and is utterly useless against swf. Imo extended blindness should not exist as unconditionally as UW can apply it, bc it widens the gap between Swf and soloq.

    Insinuating that all that only happens bc the players do not want to pay attention is very patronizing. When I run against Blindness (most notably Third seal), I DO pay extra attention, but that still might not be enough to defeat it. Auras, esp basic ones, are part of the core game, the game is balanced around it. Implying that I'm just to lazy to remember feels downright insulting, honestly.

  • @MrPenguin said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587301#Comment_3587301

    I do agree with this change, but not the reasoning behind it 100% in this case.

    If we're going to balance for SoloQ we shouldn't balance for Nurse and Blight. That'd be balancing survivors for the "low tier" but killers for the "high tier".

    UW is fine on most killers its just the very top where its a problem.

    If your balance philosophy is low-mid tiers then UW is fine, if its high tiers then it should be nerfed a little bit.

    But we should be consistent for both sides. Its either SoloQ and low killers or SWF and high killers.

    Why not? I face plenty of Nurse's and Blights in solo Q. And it's one of the biggest wastes of time I can think of because those characters are way too strong for solo's unless the killer is a complete bot

  • Survs say it's overpowered because they can't deny all info by running just one perk(distortion) anymore, now meta is much more balanced. Also it counters their #1 perk windows.

  • @Hensen2100 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3587811#Comment_3587811

    Why not? I face plenty of Nurse's and Blights in solo Q. And it's one of the biggest wastes of time I can think of because those characters are way too strong for solo's unless the killer is a complete bot

    And killers playing someone like Legion, GF, or Pig face SWF that are way too strong for that character unless the survivors are bots.

    It goes both ways.

    We need to pick a power level for both sides to balance around, either low mid or high. But it has to be the same on both. Either the few at the top or the majority at the low-mid.

    If you wanna nerf or restrict perks solely because of the top 2 killers ignoring the other ~90% of the killer roster, than you should be doing the same on the other side. Likewise if you're balancing for the "low/mid power" level of survivor, which is solo, then you should do the same for killer. In which case the perk is fine. Well, unless you want to just blatantly favor survivors.

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