"Nowhere To Hide"

Hello all. I would like to talk about the perk in said title. I think the perk is extremely unhealthy and it rewards a really lazy player that doesn't want to learn the game. On most killers its pretty good but on killers with some kind of mobility its so unhealthy and rewards the dumbest decision a killer can make. Its like, killers get rewarded for doing the worst decision ever instead of looking for other players. Only a very player would need wallhacks to constantly find someone. Its so ######### frustrating whenever I go against someone that plays this perk. Why aren't they giving it a cooldown like Ultimate Weapon? I don't get it. Its so ######### dumb. Immediatly rework this perk!

Comments

  • This is already being adjusted to stick to the generator rather than follow the killer.

    Also the 'worse decision ever' being kicking a generator, I assume, is a rather strange thing to say. Do you feel this problem with all aura perks?

  • Kicking a generator knowing that survivors are around is and will always NOT be a good decision, unless they have this… lazy ahh perk. You will not find a good player doing this kind of thing. I don't really have a issue with another aura reading perk. BBQ is fine, the one from Krasue aswell. Eruption and Retribution also. Its just this one because killers get the reward of this perk wayy too often and way too easy.

    Even after it gets slightly nerfed, I still think its gonna be really unhealthy, especially on indoor maps.

  • @shunzetsu said:

    Kicking a generator knowing that survivors are around is and will always NOT be a good decision, unless they have this… lazy ahh perk. You will not find a good player doing this kind of thing. I don't really have a issue with another aura reading perk. BBQ is fine, the one from Krasue aswell. Eruption and Retribution also. Its just this one because killers get the reward of this perk wayy too often and way too easy.

    Even after it gets slightly nerfed, I still think its gonna be really unhealthy, especially on indoor maps.

    You need to quote that person to reply basically btw

    @NeverSolus said:

    This is already being adjusted to stick to the generator rather than follow the killer.

    Also the 'worse decision ever' being kicking a generator, I assume, is a rather strange thing to say. Do you feel this problem with all aura perks?

    But anyway, I think nowhere to hide should give some indication that the killers knows their location and that's it, like I can name a lot of survivor perks that are "extremely unhealthy and it rewards a really lazy player that doesn't want to learn the game" like windows of opportunity and don't tell me it's a perk to learn the loops cuz nowhere to hide is one as well then.

    It is getting nerfed a lot specifically for mobility killers which are the strongest basically and stays fairly healthy for weaker killer.

  • @SpyUA said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110265#Comment_4110265

    You need to quote that person to reply basically btw

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110258#Comment_4110258

    But anyway, I think nowhere to hide should give some indication that the killers knows their location and that's it, like I can name a lot of survivor perks that are "extremely unhealthy and it rewards a really lazy player that doesn't want to learn the game" like windows of opportunity and don't tell me it's a perk to learn the loops cuz nowhere to hide is one as well then.

    It is getting nerfed a lot specifically for mobility killers which are the strongest basically and stays fairly healthy for weaker killer.

    I really like the idea of the indication also thank you for quoting.

    I really don't think windows can be compared to Nowhere To Hide. Even if survivors run that perk, most killers can play around strong pallets or even create a strong mindgame aside from Trapper, Ghostface, Pig, Leatherface. Plus, there are builds that help around pallets, so. Also, Pallets are resources to 4 players and Nowhere To Hide works on just one player for most of the game, unless the killer plays a build heavily leaning to endgame/slugging. Nowhere to Hide can be played no matter the players current skill level. I don't really care about "high skilled" players or comp, its just that this perk, makes it so freaking frustrating to que up solo. Its beyond my mind how this perk is still the way it is.

  • I found the Urban Evasion user.

  • The perks intended purpose was to combat a painpoint for killers where you get to a nearly completed generator, the survivor working on it has slipped away somewhere in that entire quarter of the map, and you end up with 2 problems, 1: you kick the generator and go find someone else - that generator is guaranteed to be finnished as soon as you leave. 2: you stay and look for the one hiding wasting valueable time letting other generators get completed, and may not even find the person because they are slinking around from place to place with urban evasion. So what the perk did was cut the crap and show you where they are hiding nesr the generator so you can get on with the game. What the problem was, is it glued to your killer allowing mobility killers and killers that hit through walls, to go after anyone within 1/4 - 1/2 the map.

    The new nerf on the 25th will:

    • Reduce the distance the aura shows survivors
    • Glue the aura reading to the generator only (further reducing distance)

    So the perk should go back to its intended purpose of just making sure noone is hiding next to a gen waiting for you to leave.

  • Sorry I disagree… I tend to fall on the survivor side of things but this perk is fine

  • @ShanoaLegendaryPlz said:

    The perks intended purpose was to combat a painpoint for killers where you get to a nearly completed generator, the survivor working on it has slipped away somewhere in that entire quarter of the map, and you end up with 2 problems, 1: you kick the generator and go find someone else - that generator is guaranteed to be finnished as soon as you leave. 2: you stay and look for the one hiding wasting valueable time letting other generators get completed, and may not even find the person because they are slinking around from place to place with urban evasion. So what the perk did was cut the crap and show you where they are hiding nesr the generator so you can get on with the game. What the problem was, is it glued to your killer allowing mobility killers and killers that hit through walls, to go after anyone within 1/4 - 1/2 the map.

    The new nerf on the 25th will:

    • Reduce the distance the aura shows survivors
    • Glue the aura reading to the generator only (further reducing distance)

    So the perk should go back to its intended purpose of just making sure noone is hiding next to a gen waiting for you to leave.

    You gave one scenario where this perk *could* be acceptable, but ignore all the unhealthy things it brings. If the devs would want to make this perk only work when a generator gets into a certain completion rate, then they would've made it like that. But that's just not how things are. Killers get free aura reading for zero effort and it kills a huge amount of perks from the survivors side and most definetly the stealth aspect of the game. Don't tell me about lockers now. 99% of the time survivors don't have enough time to jump into a locker without leaving scratch marks. Its absolutely disgusting. Also, how do you talk about Urban Evasion when this perk is literally NEVER EVER played. I haven't seen this perk for the last 1000 games. Even if a survivor decides to bring this perk, its usually working for the killers favor since these players don't really engage in teamplay.

    @QwQw said:

    I found the Urban Evasion user.

    Dude Urban Evasion is a perk that helps killers more than the team. Haven't seen this perk in my last 1000 games at least.

    @DodoSwarm said:

    Sorry I disagree… I tend to fall on the survivor side of things but this perk is fine

    How can you tell me that this perk is fine when there's pretty much no counterplay to it since Distortion got nerfed to the ground?

  • @shunzetsu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110335#Comment_4110335

    You gave one scenario where this perk *could* be acceptable, but ignore all the unhealthy things it brings. If the devs would want to make this perk only work when a generator gets into a certain completion rate, then they would've made it like that. But that's just not how things are. Killers get free aura reading for zero effort and it kills a huge amount of perks from the survivors side and most definetly the stealth aspect of the game. Don't tell me about lockers now. 99% of the time survivors don't have enough time to jump into a locker without leaving scratch marks. Its absolutely disgusting. Also, how do you talk about Urban Evasion when this perk is literally NEVER EVER played. I haven't seen this perk for the last 1000 games. Even if a survivor decides to bring this perk, its usually working for the killers favor since these players don't really engage in teamplay.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110293#Comment_4110293

    Dude Urban Evasion is a perk that helps killers more than the team. Haven't seen this perk in my last 1000 games at least.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110336#Comment_4110336

    How can you tell me that this perk is fine when there's pretty much no counterplay to it since Distortion got nerfed to the ground?

    I'm not sure if you read the whole message, but i did talk about the problems it brought to the game, and mentioned that in the next patch it will be nerfed specifically so that it mostly gets used for that scenerio and not the problems its causing today.

  • @shunzetsu said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110335#Comment_4110335

    You gave one scenario where this perk *could* be acceptable, but ignore all the unhealthy things it brings. If the devs would want to make this perk only work when a generator gets into a certain completion rate, then they would've made it like that. But that's just not how things are. Killers get free aura reading for zero effort and it kills a huge amount of perks from the survivors side and most definetly the stealth aspect of the game. Don't tell me about lockers now. 99% of the time survivors don't have enough time to jump into a locker without leaving scratch marks. Its absolutely disgusting. Also, how do you talk about Urban Evasion when this perk is literally NEVER EVER played. I haven't seen this perk for the last 1000 games. Even if a survivor decides to bring this perk, its usually working for the killers favor since these players don't really engage in teamplay.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110293#Comment_4110293

    Dude Urban Evasion is a perk that helps killers more than the team. Haven't seen this perk in my last 1000 games at least.

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110336#Comment_4110336

    How can you tell me that this perk is fine when there's pretty much no counterplay to it since Distortion got nerfed to the ground?

    I don't think Distortion should have been nerfed but I generally believe perks should do something. I think survivor is most consistently on the bad end of perk gutting but just because Distortion is gone doesn't mean I think other perks should start getting gutted too… I think Distortion should come back, I don't think Vigil should be nerfed either. DBD has an increasing number of perks that are so situational they are downright useless, and I think its a bad trend to point out perks that are repeatedly useful as problematic and remove their usefulness.

  • @ShanoaLegendaryPlz said:

    The perks intended purpose was to combat a painpoint for killers where you get to a nearly completed generator, the survivor working on it has slipped away somewhere in that entire quarter of the map, and you end up with 2 problems, 1: you kick the generator and go find someone else - that generator is guaranteed to be finnished as soon as you leave. 2: you stay and look for the one hiding wasting valueable time letting other generators get completed, and may not even find the person because they are slinking around from place to place with urban evasion. So what the perk did was cut the crap and show you where they are hiding nesr the generator so you can get on with the game. What the problem was, is it glued to your killer allowing mobility killers and killers that hit through walls, to go after anyone within 1/4 - 1/2 the map.

    The new nerf on the 25th will:

    • Reduce the distance the aura shows survivors
    • Glue the aura reading to the generator only (further reducing distance)

    So the perk should go back to its intended purpose of just making sure noone is hiding next to a gen waiting for you to leave.

    FYI - it's only the aura being tied to the generator that's changing, the original range nerf is being reverted

  • @sizzlingmario4 said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/4110335#Comment_4110335

    FYI - it's only the aura being tied to the generator that's changing, the original range nerf is being reverted

    Oic, sorrt I didn't know about the reversion.

  • I always count that the killer has the perk, because it's extremely popular one. Is it braindead perk? Yes. Is it healthy if survivor manages to getaway without leaving scratch marks? No. But I rather have killers run it over 4th slowdown perk because all I go against is Corrupt, pain res, dms, pop, eruption, nowhere to hide and bamboozle.