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IpsilonX

IpsilonX

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IpsilonX
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  • @jesterkind said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3644011#Comment_3644011

    It's worth correcting you on something here, just briefly.

    When people say that Ultimate Weapon is no different to other information perks, they're responding to a very specific complaint: The idea that the perk is uncounterable without a counter-pick perk on your end. That is where Ultimate Weapon is no different to almost any perk on your list; any perks on there you could even try and counter would require you to guess that the killer has them.

    Info perks are typically uncounterable and you typically don't even get an indication they're revealing you. That complaint is just wrong, regardless of anything else about the perk.

    While true, it is definitely the hardest info perk to even attempt to counter, very near impossible, as you have to know not only that the killer opened a locker, but when it was originally opened and be able to time it. Then there's the fact that it's "down-time" (assuming you are the only person left and haven't been detected) is 30s before it's completely free to be used again. Just pop open another locker and boom. Once you factor all of that in, it's virtually impossible to counter. Save for Darkness Revealed (which is just stay away from lockers) all other perks have a distinct activation trigger that is able to be identified from the other side. I would also argue that it really is kind of obvious when someone has a survivor aura read perk because they (usually) immediately come over after the trigger has been activated, giving you solid info about that.

    Pretty well all other perks you are able to anticipate and move to avoid it. Eg. someone's being hooked = go into locker, killer's coming to kick gen = go into locker or run away, near a killer chasing someone = run away, UW has none of that. There's zero info given to the other side that it's active, which gives it SO much power.

    As much as I hate it, I hate it because of it's usefulness. It replaces so many perks and does SO much for so little. It makes endgame scenarios pointless. Though the activation duration is far too long. The fact you can completely cover the entire map with it, without using a high mobility killer, is insane. And the cooldown duration would have to be adjusted to compensate. The blindness is just.. Far too much. Too much for something that is pretty well unavoidable and already does so much.

    Though, one thing I need to point out is that a MASSIVE reason why survivors feel it's so completely unfair is that BHVR has spent so much time tuning aura perks. Killers have SO many aura perks to choose from and survivors have about 3 different anti-aura perks (Distortion, Sole Survivor, OTR). There is precisely 1 anti-scream and it's garbage in comparison. OTR gives you endurance and Iron Will, Sole Survivor gives you repair and open speed buffs, Distortion hides your scratch marks. Calm Sprit makes you not scream or disturb crows and tanks your totem/chest speeds. Kinda... Eh, especially considering it's the ONLY perk you can use to prevent screaming

  • It will never cease to amaze me just how thick people can really be...

    30s of just popping into TR and screaming each activation is a little much. You can literally paint the ENTIRE map in that time. If you're "just trying to find someone for chase" you don't need 30s to do so. 5-10 would be more than enough.

    The cooldown is a little low. If you're actively chasing someone (assuming you're not scraping the MMR barrel), the cooldown has probably been long over by the time you're done with your chase. 45s would balance things out more, especially if factoring the above point.

    The blindness is completely uncalled for. There's every possibility that you're unable to use ANYTHING aura related for literally half of the game (assuming perfect uptime and being REALLY unfortunate). That's not JUST aura perks. That's also dying teammates, be they slugged or hooked. The fact there's no way to counter this aspect of it is completely broken. Yeah, the blindness STILL applies through calm spirit (unsure if intended or not, but...).

    Since everyone LOVES to bring up how this is no different than any other aura perk, here we go:

    DR: Limited range around lockers, which are VERY map dependent

    BBQ/C: Once per HOOK and outside of a certain range

    Infectious: Procs on a DOWN within a set range around the downed survivor, easily avoidable by getting away from them

    NTH: Short duration and limited range (range is no different on Hag than Wesker), also not able to augmented by Monitor or Distressing

    Floods: Procs on a SCOURGE HOOK UNHOOK and doesn't show the unhooked survivor

    Nurses: Limited range and circumstantial

    Alien Instinct: Shows you the FARTHEST INJURED survivor, not the person 3 feet from you - this perk is problematic for other reasons, not going into it on this thread

    Bitter Murmur: Only procs when a gen is completed

    Eruption: Shows IF they're holding the affected gen while you down someone

    FttE: Shows you obsession on hook or scream on hooking if non-obsession

    Gearhead: Shows aura on good skill check for 30s after injuring someone

    IAEars: Shows aura on a fast vault

    Lethal: Shows at beginning of match on extends aura times, otherwise useless after first 10s are over

    Nemesis: Shows on obsession change

    Rancor: Shows auras on gen completion

    Hangman's Trick: Shows you auras of those around scourge hooks while carrying someone

    THWACK!: Scream and show aura on breaking wall or pallet after getting a hook

    Territorial Imperative: Shows aura of someone entering basement if you're beyond 24m

    In all of this, there's only one perk that's not reliant on something out of the killer's control that's also timed. And that's Darkness Revealed, which has a MASSIVE blind spot and is EXTERMELY map dependent. But, yeah, let's keep saying that UW and other perks are the same.

    Reduce the activation duration, increase the cooldown time to compensate, and remove the blindness. It's still going to be stupidly powerful (if you're not able to get value out of just a scream showing you where someone is, sounds like a skill issue).

    Also, y'all keep trying to compare distortion and calm spirit. You can't. Distortion not only hides your aura, but also your scratch marks, which is what makes it kinda problematic in chases. If you use Floods and are chasing someone with distortion, once that unhook happens, they lose scratch marks for 10s. Calm spirit literally prevents your from screaming or disturbing crows (I actually have UW to thank for ruining Spies for me..) and nerfs your ability to do totems or chests, which actually is really broken if you use hex totems. Distortion has no downside and has use outside of just hiding auras.

  • That actually is something I'd noticed in my game and I just assumed it was planned. I am very curious if that would continue the regression after it's cleansed though. Gonna have to test that out

  • It seems to be applying the progress of it to all survivors with the challenge if an Alan Wake with CoL blinds the killer.

  • @ASurvkillivorer said:

    Thats really weird. I've NEVER had that happen to me a single time before now.

    Then you have either been very lucky or had a killer that didn't know they could do that. To be fair, there's so much nuance in the game, it's not really surprising..

  • @JudithMorel said:

    Copium at its finest, the perk is STILL trash.

    Actually, OP had a good point with using it as a way to tell what gen is being worked on while still giving a buff. Would bond give the same effect? Of course, but at least there's a tiny bit of a bonus to using this instead, at least if you're a good looper. Particularly if there's multiple on the gen.

    Is it valuable in a SWF? On a 2 floor map, it def could be. But if you use it primarily for the info about a gen being worked on and the speed boost as a happy accident, it's not terrible (do I need to bring up an actually terrible perk like premonition?) and it at least has some degree of usefulness (troubleshooter was a staple in my solo q build for a while for both the gen info and killer info on pallet drop). Could it be better? Of course. But if you were to pair that with prove thy self... That could be really speedy, as that's enough to counter the 15% penalty for efficiency. And if that's further buffed by someone with deja vu? Christ...

    It's in the same vein as blood pact/teamwork: power of two. On their own, they're not great. Paired together? That's some ridiculous speed, especially if you paired them with hope. You can actually reach 119% haste. You are actually faster than the killer. Bring dark theory and that's 121%.

    On its own, it's not a good perk. You might be better off bringing other things. But if you're in a swf, and they have prove+deja vu? This could be really powerful.

    That also seems to be something that many people (including myself for a long time) are missing. Yes, deja vu would help more, but if you pair this with deja vu? That's 14% faster gen speeds, which is roughly 11s (assuming perfect up time), with only QG and DV. Including PTS with 2 survs (both also running deja vu, with PTS active), that shaves the gen down to just over 41s (default is about 53s for 2 perk less survs, no skill checks). If it's 3 (the third ALSO having DV), that's ~32s.

    In a SWF, this perk can be comboed to be BRUTAL for killer. If the load outs were as follows:

    2 running PTS, DV, QG, any other perk

    2 running QG, DV, any other perks

    The killer would have a rough time dealing with the gen pressure if the team is good about keeping 1 PTS on a gen at all times and someone else helping them.

  • @ASurvkillivorer said:

    https://forums.bhvr.com/dead-by-daylight/discussion/comment/3638454#Comment_3638454

    Thats exactly what happened. But I have never seen this happen before.

    He shouldn't have been able to recover fast enough to hit me a 2nd time should he? It was like there was 80% stun time reduction not 50.

    If you vault a pallet after stunning the killer, and they have enduring, they can DEFINITELY hit you by the time you get to the other side. When you stun a killer, you negate ALL cooldowns they had previously. The ONLY thing is the stun duration, which got cut in half by enduring. It's why dumb-teching (the name of stunning a killer and vaulting it into them) is dangerous if you don't know whether or not they have enduring. The default stun duration is 2s. With enduring, it's 1. Vaulting takes 1.1s. That's not enough time to make enough distance to not be hit.

    Edit: To add further, you can actually be hit while doing a reverse stun as well (when you are both on the same side of the pallet), though it's fairly rare that happens as BHVR has been trying to make it impossible to reverse stun