Wake up takes about 3s off of a door and doesn't even give map wide aura reading. please buff again.

https://www.youtube.com/watch?v=7TExgc1vfuU

Saw this test video today. 3s is not that much, and considering, the likelyhood of other survivors already knowing the location of the door opening (from where the last gen popped and the doors relation to it.) its Not very helpful in the slightest.

Remember me adds 16s. it also requires work to be put in. wake up takes effectively winning the game (or losing horribly) to come into effect and thus has a big requirement.

My proposed rework? Have it take off 5s at base, and an additional 3s (edit :1.5s seems more balanced) off for every generator full generator you complete.

This leaves the incredibly rare potential for you to instantly open an exit gate, whilst revealing your aura, but requires a ton of work to be put in to achieve this. it would also be a good perk for the endgame collapse, as it would make the gates a bit easier to open if the team fails to power many gens.

this also works much the same as remember me, its counter perk, which adds the physical time rather then a percentage, and requires work in order to get up to full power.

(remember me should also have more stacks that grant slightly less, and a passive debuff to exit gates for all survivors.)

Comments

  • That would completely negate the killers ability to close hatch and put us back to killers having no power at end game..3 seconds is a lot when a gate only takes 15...

  • No map is bigger than 128 meters.

  • @immortalls96 said:

    That would completely negate the killers ability to close hatch and put us back to killers having no power at end game..3 seconds is a lot when a gate only takes 15...

    Exit gates take 20s by default. if you watched the video you'd see. taking 5 seconds off that by default (if the rework did that) it would turn it to 15.

    taking 3 off for every full gen you do, would make it below that.

    @GrootDude said:

    No map is bigger than 128 meters.

    wrong. some maps stretch further then that (mothers dwelling, rotten fields as pure examples have lengths outside of that where outliers wouldn't be able to see a 128m aura.) its rare, but on the rare occasion you can actually be out of range.

    The point i was actually trying to bring up about aura reading on wake up is that its mostly useless anyways. you'll usually know whether its due to swf, or where the last gen popped, where the exit gate will be opened.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625518#Comment_625518

    Exit gates take 20s by default. if you watched the video you'd see. taking 5 seconds off that by default (if the rework did that) it would turn it to 15.

    taking 3 off for every full gen you do, would make it below that.

    https://forum.deadbydaylight.com/en/discussion/comment/625523#Comment_625523

    wrong. some maps stretch further then that (mothers dwelling, rotten fields as pure examples have lengths outside of that where outliers wouldn't be able to see a 128m aura.) its rare, but on the rare occasion you can actually be out of range.

    The point i was actually trying to bring up about aura reading on wake up is that its mostly useless anyways. you'll usually know whether its due to swf, or where the last gen popped, where the exit gate will be opened.

    It definitely is weak, a lot of perks really need love. Including wake up.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625518#Comment_625518

    Exit gates take 20s by default. if you watched the video you'd see. taking 5 seconds off that by default (if the rework did that) it would turn it to 15.

    taking 3 off for every full gen you do, would make it below that.

    https://forum.deadbydaylight.com/en/discussion/comment/625523#Comment_625523

    wrong. some maps stretch further then that (mothers dwelling, rotten fields as pure examples have lengths outside of that where outliers wouldn't be able to see a 128m aura.) its rare, but on the rare occasion you can actually be out of range.

    The point i was actually trying to bring up about aura reading on wake up is that its mostly useless anyways. you'll usually know whether its due to swf, or where the last gen popped, where the exit gate will be opened.

    Regardless..that perk being too strong would make survivor win nearly every exit gate setup...not really fair since killers have already got to eliminate 3 survivors AND find hatch first AND hope they dont have a key for a free escape..dunno man just seems like a perk that could very easily become a bs free escape

  • Don’t forget you can stack the speed with other perks. Every 5% is a second off the timer.

    spine chill, the injury perk, and if someone gives the door opener leader you’re set.

    I love wake up and if you combo it with things like spine chill, aftercare, leader you’d be surprised how effective it now.

    It’s also amazing endgame to fool killers with doors. You can hurry two lights on one door and run to the other while the killer thinks you’re still at the first. All depends on door spawns though.

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625549#Comment_625549

    Regardless..that perk being too strong would make survivor win nearly every exit gate setup...not really fair since killers have already got to eliminate 3 survivors AND find hatch first AND hope they dont have a key for a free escape..dunno man just seems like a perk that could very easily become a bs free escape

    there is no way that 5s (and possibly more for every full gen you complete) off an exit gate rather then 3s is more powerful then -

    Adrenaline/hope on survivor side. and having another survivor use leader. deja vu even, seeing where the killer is and what exit gate to run to is more powerful.

    noed, bitter murmur even, rancor if your obsession. remember me, bloodwarden. killers have so many tools in endgame to end you, including completely blocking off your escape if your certain killers (trapper, hag) slowing it down (freddy hag) and shutting down the hatch.

    i don't think a 2s change is going to matter much. and if one were to do a gen, that would become a 5s buff. two gens which is the average a survivor will be able to complete in a good match, equals to 8s off a door. thats strong, but doesn't even counter remember me.

  • Which nobody uses because it got nerfed...but I still thi k killers deserve the advantage when they already beat your team and found hatch first..especially when red rank pipping is massively impacted if you dont 4k...I for one would be pissed if they could just instant open the door like that to top it off..plus it could be abused heavily by swf...and it would stack with leader..even bigger yikes

  • I would reduce the per-gen increase to 1-1.5 seconds, to give a chance to patrol. Otherwise, +1

  • @CrtKazz said:

    Don’t forget you can stack the speed with other perks. Every 5% is a second off the timer.

    spine chill, the injury perk, and if someone gives the door opener leader you’re set.

    I love wake up and if you combo it with things like spine chill, aftercare, leader you’d be surprised how effective it now.

    It’s also amazing endgame to fool killers with doors. You can hurry two lights on one door and run to the other while the killer thinks you’re still at the first. All depends on door spawns though.

    Aftercare is an aura perk? and as shown with resilience in the video, it barely gets it a second down. spine chill and resilence plus wake up bring it to 15s. thats 3 perks to open an exit gate faster and is in no way viable. leader only takes off 5s. which is what wake up should do, Considering its the only perk in the entire game that allows the survivor themselves to open an exit gate faster.

    2s again isn't a major buff. it would allow it to function like leader, but on yourself. the rest of it, allowing it to surpass leader through doing gens, that could be considered strong. but unlike adrenaline, it requires you to do the gens, and also to get to the exit gate first.


  • @Awakey said:

    I would reduce the per-gen increase to 1-1.5 seconds, to give a chance to patrol. Otherwise, +1

    I think that would also be very fair.

    @immortalls96 said:

    Which nobody uses because it got nerfed...but I still thi k killers deserve the advantage when they already beat your team and found hatch first..especially when red rank pipping is massively impacted if you dont 4k...I for one would be pissed if they could just instant open the door like that to top it off..plus it could be abused heavily by swf...and it would stack with leader..even bigger yikes

    My proposed change would rely on both the team doing incredibly well, and incredibly poorly for it to even be used.

    leader stacking it also requires another player mind you. that's already hard enough to pull off, without swf. and even with swf, opening a 20s exit gate, thats a task you do once within a match and isn't something that people even bother to think about when there's so many other tools for survival. When all gens are powered, you usually don't want to open the exit gate until all survivors are safe. this simply would allow you to open it faster, allowing you to get back to saving teammates, or to open it faster for a teammate that is running for the door. it would also make end game collapse situations easier on a survivor, when it is already heavily heavily killer sided.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625599#Comment_625599

    I think that would also be very fair.

    https://forum.deadbydaylight.com/en/discussion/comment/625597#Comment_625597

    My proposed change would rely on both the team doing incredibly well, and incredibly poorly for it to even be used.

    leader stacking it also requires another player mind you. that's already hard enough to pull off, without swf. and even with swf, opening a 20s exit gate, thats a task you do once within a match and isn't something that people even bother to think about when there's so many other tools for survival. When all gens are powered, you usually don't want to open the exit gate until all survivors are safe. this simply would allow you to open it faster, allowing you to get back to saving teammates, or to open it faster for a teammate that is running for the door. it would also make end game collapse situations easier on a survivor, when it is already heavily heavily killer sided.

    Please do explain how its killer sided when survivors control the collapse ..?

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625603#Comment_625603

    Please do explain how its killer sided when survivors control the collapse ..?

    Lol. Killers can open the gates.

  • Yes..so they get to skip opening the door...ooooo..so helpful..

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625603#Comment_625603

    Please do explain how its killer sided when survivors control the collapse ..?

    Please explain to me how a survivor controls the end game collapse

  • Until the door opens it doesnt start unless it's a hatch prompt , even then survivor still holds advantage until the hatch is located...its not complicated

  • @immortalls96 said:

    Until the door opens it doesnt start unless it's a hatch prompt , even then survivor still holds advantage until the hatch is located...its not complicated

    When the door opens a survivor is able to leave. They usually won't until teammates are safe, but when the doors opened by them they've won? That's not being in their favour they have their escape route. This is there win.

    In end game collapse, when the hatch has been closed, the survivor has the ability to go for the two doors (or the hatch if they get lucky with a key in a chest or brought one in). They are on a very strict timer. Unlike the regular game, the killer only has to patrol two objectives and isin't forced to chase them as they can just let the timer run out. The killer also has methods of protecting the doors, expecially depending on what killer they are. They also have many perks one of which is incredibly popular (noed) that affect the endgame and prop it right up in their favour, bitter murmur gives aura reading as soon as the hatch is closed and is very powerful too. Trapper can even completely block exit gate panels, and other killers can patrol them easily (nurse, legion, spirit, hag and hillbilly) others can attack from a distance (huntress and clown bottles for notification.) or get notified of them being opened (plague infecting panels, which will infect the survivor, which will notify the plague there sick, which if they are already sick there already one hit and at a disadvantage.) Others can stealthily hide near doors and stalk or wait for you to come near, or at the very least Sneak up on you doing the door (Myers/ghostface/pig/wraith). The only two killers with low endgame collapse potential, are leatherface and Freddy (and Freddy can atleast get notifications from his dream snares if there asleep, whilst also coming with a majority of endgame perks.)

    Finally whispers one of the best perks in the game and one run by many people notifies you of when the survivor is near, letting you protect whichever door there going for.

    There are so many ways for killers to protect the doors in endgame, and once the killer sees you, there is an incredibly small chance that you'll be able to lose them and then go to a gate as they can just follow you around and wait out the timer.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625693#Comment_625693

    When the door opens a survivor is able to leave. They usually won't until teammates are safe, but when the doors opened by them they've won? That's not being in their favour they have their escape route. This is there win.

    In end game collapse, when the hatch has been closed, the survivor has the ability to go for the two doors (or the hatch if they get lucky with a key in a chest or brought one in). They are on a very strict timer. Unlike the regular game, the killer only has to patrol two objectives and isin't forced to chase them as they can just let the timer run out. The killer also has methods of protecting the doors, expecially depending on what killer they are. They also have many perks one of which is incredibly popular (noed) that affect the endgame and prop it right up in their favour, bitter murmur gives aura reading as soon as the hatch is closed and is very powerful too. Trapper can even completely block exit gate panels, and other killers can patrol them easily (nurse, legion, spirit, hag and hillbilly) others can attack from a distance (huntress and clown bottles for notification.) or get notified of them being opened (plague infecting panels, which will infect the survivor, which will notify the plague there sick, which if they are already sick there already one hit and at a disadvantage.) Others can stealthily hide near doors and stalk or wait for you to come near, or at the very least Sneak up on you doing the door (Myers/ghostface/pig/wraith). The only two killers with low endgame collapse potential, are leatherface and Freddy (and Freddy can atleast get notifications from his dream snares if there asleep, whilst also coming with a majority of endgame perks.)

    Finally whispers one of the best perks in the game and one run by many people notifies you of when the survivor is near, letting you protect whichever door there going for.

    There are so many ways for killers to protect the doors in endgame, and once the killer sees you, there is an incredibly small chance that you'll be able to lose them and then go to a gate as they can just follow you around and wait out the timer.

    While I agree you have valid points I still dont think it's an excuse to rob killers of the one phase of the game where they are actually semi in control

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625715#Comment_625715

    While I agree you have valid points I still dont think it's an excuse to rob killers of the one phase of the game where they are actually semi in control

    2s? 2s ontop of 3s to make it at bare minimum 15s to open the door isin't going to shake up the killers ability to control the endgame much at all. It does nothing to counter the killers abilities during it, or to counter any killer perks besides wake up.

    Now the earned 3s per generator though, that's the strong part. Thing is unless you do every gen yourself your not opening the doors instantly. Though if you did every single gen, which Is 400s/6.6 minutes of work (excluding perks and toolboxes) I think your entitled to taking 20s off a doorway. Doing a single gen or possibly two? That's still just a 3 to 6s difference and the average amount of gens a person completes in a match is 1.5. meaning it will usually be just an 8s buff. That's strong yeah very strong, which is why I do agree with masantonio in that, that portion of it could be reduced to 1.5s

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625718#Comment_625718

    2s? 2s ontop of 3s to make it at bare minimum 15s to open the door isin't going to shake up the killers ability to control the endgame much at all. It does nothing to counter the killers abilities during it, or to counter any killer perks besides wake up.

    Now the earned 3s per generator though, that's the strong part. Thing is unless you do every gen yourself your not opening the doors instantly. Though if you did every single gen, which Is 400s/6.6 minutes of work (excluding perks and toolboxes) I think your entitled to taking 20s off a doorway. Doing a single gen or possibly two? That's still just a 3 to 6s difference and the average amount of gens a person completes in a match is 1.5. meaning it will usually be just an 8s buff. That's strong yeah very strong, which is why I do agree with masantonio in that, that portion of it could be reduced to 1.5s

    Still doesnt prevent abuse by swf...we need to avoid making the power gap wider is my concern

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625741#Comment_625741

    Still doesnt prevent abuse by swf...we need to avoid making the power gap wider is my concern

    Well also keep In mind what perk slot is this going to replace in a loadout? And the preparation that it would take to get one person doing multiple gens.

    Most swf run the meta, adrenaline, an exhaustion perk for chases, d strike, self care, possibly borrowed time, unbreakable even or iron will/prove thyself and maybe Deliverance or we'll make it. You'd have to replace one of those. "Meta style" perks in your loadout. And for something that won't usually benefit your team, unless you do all gens, and the person who has it gets to a door. This buff would make it far more useful in none swf situations, allowing you to reveal your Aura to others and open doors faster in order to allow them to escape, whilst also making it a viable perk for egc and making it easier to open a gate before a killer finds you.

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625745#Comment_625745

    Well also keep In mind what perk slot is this going to replace in a loadout? And the preparation that it would take to get one person doing multiple gens.

    Most swf run the meta, adrenaline, an exhaustion perk for chases, d strike, self care, possibly borrowed time, unbreakable even or iron will/prove thyself and maybe Deliverance or we'll make it. You'd have to replace one of those. "Meta style" perks in your loadout. And for something that won't usually benefit your team, unless you do all gens, and the person who has it gets to a door. This buff would make it far more useful in none swf situations, allowing you to reveal your Aura to others and open doors faster in order to allow them to escape, whilst also making it a viable perk for egc and making it easier to open a gate before a killer finds you.

    Well..I've expressed my concerns...not much more I can say really

  • @immortalls96 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625750#Comment_625750

    Well..I've expressed my concerns...not much more I can say really

    Hey man I'm just trying to produce a convincing counter arguement. I completely agree that swf shouldn't have more power

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625752#Comment_625752

    Hey man I'm just trying to produce a convincing counter arguement. I completely agree that swf shouldn't have more power

    That's the hardest part

  • True but buffs are needed on both sides, more on killer and less on survivor but still

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625790#Comment_625790

    True but buffs are needed on both sides, more on killer and less on survivor but still

    Yeah..just gotta see what happens

  • 40% time reduction for 1 generator. 60% for 2.

    Wow survivors must consider generators something rare or hard to do.

    Unbaöanced idea is bad

  • @Maelstrom10 said:

    https://forum.deadbydaylight.com/en/discussion/comment/625564#Comment_625564

    there is no way that 5s (and possibly more for every full gen you complete) off an exit gate rather then 3s is more powerful then -

    Adrenaline/hope on survivor side. and having another survivor use leader. deja vu even, seeing where the killer is and what exit gate to run to is more powerful.

    noed, bitter murmur even, rancor if your obsession. remember me, bloodwarden. killers have so many tools in endgame to end you, including completely blocking off your escape if your certain killers (trapper, hag) slowing it down (freddy hag) and shutting down the hatch.

    i don't think a 2s change is going to matter much. and if one were to do a gen, that would become a 5s buff. two gens which is the average a survivor will be able to complete in a good match, equals to 8s off a door. thats strong, but doesn't even counter remember me.

    You're comparing a single perk's strength to other perk combinations' strength, not a great way to say it wont be op.

  • @blue4zion said:

    https://forum.deadbydaylight.com/en/discussion/comment/625588#Comment_625588

    You're comparing a single perk's strength to other perk combinations' strength, not a great way to say it wont be op.

    That single perk also requires the survivors objective to basically be done. All gens are required to be powered to open an exit gate, and there's no garuntee out of the 4 people on the team that you'll be the one to do it. A 2s buff to the action of opening the door (15s base) with an earnable increase for doing the objective seems fair to me.

    At the moment 3s off a doorway can't save anyone, but atleast 5s seems more significant. Also it's a round even number, and making it a perk that earns more power could actually make it a decent perk.

    @Raptorrotas said:

    40% time reduction for 1 generator. 60% for 2.

    Wow survivors must consider generators something rare or hard to do.

    Unbaöanced idea is bad

    Generators are not hard to do. But surviving till the endgame with essentially 3 perk slots (wake up being useless until then) is. I play killer more then I play survivor these days and I believe wake up needs a numbers buff. Buffing it past that could make it join the small number of strong survivor perks in the game which desperately need to be shaken up.

    I don't disagree that 40% to 60% seems op from a numbers perspective. But unbreakable speeds up recovery by 35%. Not quite 40, but it certainly is far faster, and no one's calling that portion of unbreakable op (considering the recovery speed can be used infinitely throughout the match.)

    15% does nothing to a door. 3s is a joke