Demicaster
Demicaster
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- Demicaster
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@CaulDrohn said:
So many questions here:
What's the problem with obsession switching? It does not change anything for survivors. It has no impact at all if the killer does not bring a dedicated build for that. And this dedicated builds for obsession switching are far from OP, more like meme builds. Why do you think it's necessary or waranted to change OoO so it hard counters any obsession switch builds?
Whats the point of having multiple obsessions? It does again not change anything for survivors. It has no impact when the killer has no obsession perks. If the killer plays Remember Me, or PWYF, it gets easier, sure. With rancor it's mixed, you could Mori more, but the survs would see you as well with every gen. And STBFL or Dying Light would be hard-countered again.
And then, at the end the killer get's some useless locations, while the survivor get killer aura AND totem auras! For real? Killers get one tiny buff in end game and hard counters to many of his perks. Survivor-side is not impacted negatively at-all, and they get Dark-Sense+Detectives Hunch for free when all gens are done.
Your idea does not tackle the core issue of the perk at all, OoO being abused in SWF to relay anything the OoO sees instantly to the others via comms, together with multiple Objects at a time. It just makes the game harder for killers using obsession perks, without any tradeoffs for the survivors using it. Please enlighten me how THIS should be more fun for survivors and killers, the whole idea is AWFUL!
You know what would spice the perk up?
- First of all, auras of killer and survivor are only shown when BOTH look in the direction of each other, not just the survivor. This would give the killer a way to hide from being seen when he does not want to (e.g. setting traps with Trapper), lessen the impact of realying info via comms.
- Only the current obsession can see the killers aura. Every other additional OoO player does not get it, they may keep their budget spine chill though. This way, multiman OoO is not possible to the team, and the killer has a means to counterplay the OoO by triggering an obsession switch (via DS or a perk).
- The user playing OoO can take FTP with them to reactivate its aura in case they lost it due to an obsession switch
Boom, THIS would be a fun change, because both sides can decide when the aura may be shown and have a way to disable / reenable the perk!
I feel as if maybe my point didn't come across. Its not that there is a problem with killer switching its more just something different that we don't currently have. We don't need 5 perks copying each other and I think the whole seeing each others aura is a cool concept but in practice it just is to strong either way. Even if they did both have to look at each other its completely random and is still going to mainly benefit survivor not really fixing the issue cause killers likely wont mean to look at that survivor. Maybe the suggestions were a little weird but I just think we have to many similar perks and locking obsession seems really unique to me and has its potential upsides.
Edit: one thing I skipped over. The end game reveal i feel like wouldn't be to big as it would reveal all survivors as well giving everyone's locations away at the same time maybe just make it an aura for the same time too. Though on that note, you said that you think the rest of the perk seemed pointless making the end seem kind of understandable as just like adrenaline is s/a tier survivor perk but is completely dependent on making it that far and if the OoO player gets killed reveals don't happen.
@AChaoticKiller said:
the problem is the info OoO gives, NOTHING else matters when discussing how broken this perk is. having the obsession locked does nothing. Also is it just me or did i misunderstand but it feels like this perk does nothing and if its for totems than it's trash since detectives hunch is way better.
If this perks affect is to stop obsession switching and to find totems AFTER the gens are done im sorry but that is just bad and not worth running. While i want a better OoO that isn't exploitable making it a garbage perk isn't the way.
I actually have an idea for this perk that sticks to what it is but makes it more dangerous to use in exchange for counterplay.
OoO: when you look in the direction of the killer you see their aura if they are outside of 24 meters and are within 48 meters for 3/4/5 seconds. OoO has a cooldown of 10 seconds, during the cooldown the killer can see your aura outside of 24 meters. If you are not the obsession OoO has a cooldown of 30/25/20 seconds. OoO does not activate if the killer is undetectable.
OoO becomes disabled if you are on a hook or in the dying state.
I get the totem thing is a little weird but the reason i included that was because I think every major element after gen should get revealed aka both every remaining survivor and The killer with his potential strong points. (also don't think it would make since to put a range on these). Maybe the suggestion is bad but it just seemed different to me. Once again i feel locking obsession does have some benefits not extremely great but some. and the multiple obsessions is actually a way to more devalue the perk and make it to where it can have adverse affects making it to where multiple people would reconsider running it. Maybe its a bad idea maybe it would be better if it was just a survivor version of Whispers (i.e. if they is within 40-45-50 meters it lights up). On your idea i feel like it wouldn't nerf it enough to actually matter. Its still a lot of free info to get and that would still be a issues imo.
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yes i know that but i was still unable to use sprint burst after the fact as stated above. I did not have exhaustion while trying to use sprintburst.
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Personally I think t-bagging started as something to be toxic but now I feel like people just only label it as that no matter what. I am mainly a suvivor main who makes it to 1-4 usually. I do in others terms "t-bag" but I do it for a different reason. I usually use it as a way to draw the killer towards me some killers will leave you to go after an easier target or to tunnel someone who just got unhooked. I dont mean for it to be toxic but everyone associated it so it cant be helped at this point. Theres so many more things that are purely toxic.
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Most people are gonna say to just not worry about saving and just do gens.
Personally i think this needs to be addressed because its unfun and punishes every player since killers get less point person on hook gets screwed and people on gens also get screwed since they dont get anything but objective points.
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Just to bring my two cents into this i feel as if NOED is currently a major problem due to the issues after ruin was nerfed.
To Start ill talk about the Ruin changes/ Nerfs
Before almost every killer brought Hex: Ruin due to the fact that gen speeds. These speeds haven't changed its just that now Ruin's power comes from a different source. Before Ruin gained its powers for survivors working on gens in general but severely punished survivors for grouping up on gens due to hitting a good skill check still pausing all progress for 3 or so seconds. Now Ruin rewards killers who are constantly pressuring survivors off gens which yes was a huge hit to ruin because not all killers have the ability to pressure gens super well but those that due have now become stronger due to this fact Legion, Freddy, Ect. While this was a huge nerf to ruin it brought like to the next big issue gen speeds.
Gen Speeds
While people are going to complain about Ruin getting nerfed it helped us show that gen speeds right now are to fast. Im sure there looking for a way to deal with this because adding more time to each gen could end up causing to much slow down as its talked about. Personally i think that gen speeds should have 10-20 seconds added to each and that stacking should not be affected since if that affected survivors going for objective points are basically dead since you get coop points still. Yes I know you could just not worry about points but at this point why is the game not rewarding playing efficiently.
Okay Now NOED
Alright so after talking about those two thing which don't seem connect this is where I think NOED is now shining. With the facts that gen speeds are fast right now that means that getting to last gen is a bigger possibility. Before it felt like you either won the game or only got two to three gens done in a game due to if ruin was cleansed or if survivors were hitting great skill checks consistently. Now that getting the gens done is more likely NOED is showing why it is really strong. Yes you can cleanse the bones but to be fair that adds at least 70 seconds to each game not including looking for them or the fact that the killer might be in the area making it hard to cleanse. I dont mind the current state of Noed except for the random speed boost that it gives while active. NOED is more likely the strongest perk in the game right now due to the fact that getting to last gen is more common. I think If NOED were to lose its speed buff it wouldnt be as big of an issue since while the 2-4% might not seem like much that can bring most killers close to 120% not including there powers especially since a suvivor might not realize the speed boost at first and may go down on a loop due to that.
NOED counters adrenaline
This concept to me seems very confusing to me due to one fact. Noed doesnt counter adrenaline. NOED counters being healthy and Has nothing to do with Adrenaline except for them activating at the same time in my opinion. Adrenaline rewards survivors for making it to the last gen but NOED is a failsafe encase suvivors finish the last gen. There is no way currently to counter NOED besides cleasing all the totems before hand. If NOED was always lit or if you got a free down for every single dull still up then that would be a different story but the fact that once noed pops survivors dont know till someone goes down and then that gives killer time to defend the totem.
The way I would suggest to balance it is have it be to where NOED tells all suvivors they are exposed once the last gen is done or if they want to keep that intact I feel as if NOED should spawn before Last gen so it can be dealt with before hand. If the perk gets nerfed as some people have stated another perk is gonna show that it is to strong as well but thats how balance goes. I mean gens are most likely going to be getting hit soon in some way which suvivors arent going to be happy about but in all honesty I feel that it needs to happen. Certain killers are gonna dominate the Meta and they will get nerfed in turn. I think NOED could used nerfed right now, but once gen speeds get hit i could see them giving some of the power back but with how strong gen speeds are right now NOED is a problem.