So what happened to Overcome?
I thought this perk was going to destroy killers and beat dead hard in terms of power?
It was talked about for about 2 days after release and then silence. I can count on one hand how many times i saw this perk.
It didn't even take a week to dissapear in my matches.
I know we like to joke on how out of touch with the game the devs are. But maybe we need to self reflect and realise we as a community are equally as clueless.
Nobody knows how Dead by Daylight works. It's a life on it's own.
Comments
-
Overblown just like Lucky Break.
Dbd in theory doesnt always translate perfectly in execution.
Tbh I think Overcome is a great perk for beginners or people who struggle with looping.
This community can never just wait and see how things work
16 -
Fallen into oblivion. Just as predicted by anyone who didn't jump the gun.
6 -
It's a strong perk for survivors who aren't particularly good at looping (e.g. me). It's strongest in a survive with friends group when used by the weak link of the team: you can hold W without needing much skill so you can buy more time for your teammates on gens.
But other than that, it's an exhaustion perk that is only functional when you are healthy. So if you don't have some kind of self-healing perk or item, it's much worse than other exhaustion perks since you can't use it as much.
0 -
it couldnt Overcome how ######### the perk is unless you use Lucky Break which makes it broken sort of XD
0 -
I agree. If you look at the history of perk fear mongering people will hype up X perk, and then you'll see it once in a blue moon. This game is pay to lose and always will be. The only exception for a long time was Decisive Strike. All meta perks will be base game and that's by design and always will be.
7 -
I've ran it since release, to me it's now my default exhaustion perk as it allows you to not think about it and let's you spend time in deadzones without fear of going down. Don't believe it's only good for people who can't loop unless I'm an outlier but to me it's better having this than deadhard
2 -
I'm definitely going to continue to run it. It's fun to use.
4 -
I made a spirit DC and dude accused me of cheating for disappearing instantly with the lucky break + overcome + inner strength + QnQ combo, in shelter woods even lul
0 -
It's cause they make these perks months even years before they are released
It's the same with Killers (well their powers)
Not defending BHVR but offering an explanation
0 -
Pain resonance is really the stand out star when it comes to perks this time around. Its just so time efficient if you can get some decent scourge hooks.
Unfortunately it gets royally ######### by RNG some games.
Looking at you scourge hook on swamp thats in the farthest corner of hell.
9 -
Survivor meta will never change.
0 -
Yes i can 100% see that it can be a fun perk to use and i'm not saying you can't have good results with it.
But from what you read on the forums this perk was going to be run every game on every survivor and killer gameplay would be impossible as they would just dissapear and insta heal at their boon totem and it was going to completly destroy any semblence of balance left.
4 times
In a week since it release i saw this perk 4 times
2 of them were adept achievement hunters
1 -
I think some greatly overestimated the perk's power. It's one of the more weaker exhaustion perks.
0 -
The thing is, against Nurse & Blight the perk is still outclassed by DH. Overcome is better against zero map pressure god chase killers, but DH does the job against both.
We'll see if it shifts the meta though.
0 -
I predicted that I'd see it more at my MMR (i.e., not high MMR... or just people playing at really weird times of day). Haven't played enough to see if that's the case, but there's also the whole see-if-it'll-take-a-while-for-them-to-unlock-it part.
Y'know, the MMR where people regularly fail at using DH properly.
0 -
I think it's pretty strong still, but that a lot of people who run it don't understand how to use it.
Ideally, you should be running in a straight line when you get hit to maximize distance then either attempt to cut off the chase via hiding or by planning a w-hold route that's as time wasting as possible.
With that in mind, the biggest benefit to running this perk is when you either:
- Go to the edge of the map to eat an M1 prior to getting hit to ensure you have ample room to run straight to the other side of the map
- Run towards a Shadow Step boon (especially if you use the perk), or otherwise have Lucky Break to make tracking difficult
---
Instead, I typically see people who run this perk running towards nearby loop tiles after being hit or run towards the middle of the map desperately looking for loops to avoid the initial hit. With the former, they're wasting the extra time the perk gave them by waiting at a tile. With the latter, where they run to the middle of the map, they often put themselves in positions where they can't utilize the full w-hold benefits.
The biggest hurdle I think people need to get over when using this is realizing that this perk is about cutting loses instead of preventing them. Plan where and when you want to get injured, then tank the hit with a straight-line route or hiding spots in mind. In that way, the extra distance is pretty powerful in doing that.
3 -
And who said it was gonna be better than Dead Hard exactly?
It's debatable what the best exhaustion perk is, but Overcome is an objectively good perk. There's no argument to be made for calling it bad.
4 -
I think as a community we are apprehensive to change. Despite there being an overwhelming amount of survivor perks that are bad I still feel there are a few of them that are solid and a lot of people should use more like overcome.
0 -
What? Overcome literally gives you more distance than a perfectly timed sprint burst and (for some reason) triggers upon getting contaminated so if you have it early game when a nemesis tries to get hit mutation up, he's forced to leave chase if he doesn't want to lose 3 gens.
1 -
It is hard for perks to thrive when you have perks like Dead Hard to compare them to. Overcome is strong, but Dead Hard is overpowered.
0 -
And a perfectly timed SB doesn't cost you a health state.
6 -
Overcome makes Nemesis unbearable to play ngl
1 -
It's a very good perk and you will see it work it's way into your games soon. It took minute for boons to show up in literally every game as well.
0 -
Haven't been on the forums during and slightly after the ptb. Quite a few said it was going to beat dead hard and sprint burst.
To make it clear i don't think Overcome is bad per se. It's better then i though, I was pretty convinced it was the worst exhaustion perk. It isn't
But it's nowhere near as good as a lot of the community thought. Just calling out that you need to think of not only the best case scenario but also the bad case scenario. And not just trust a video of somebody showing how strong this perk is vs a powerless m1 killer on the best holdw map midwich. The community is just very bad at judging perks. Myself included to be honest
0 -
I had a poll up recently on what exhaustion perk people planned to use if they used only one. Got a fair number of replies, which is nice. Dead Hard is the clear favorite among the respondents with 1/3 of the vote. Overcome has a few people planning to use it.
0 -
I can only speak for myself and what I was saying during the PTB, but Overcome was never going to break into the meta. If you know how to use Dead Hard well, it will always outperform Overcome and give you way more versatility (as well as being useful in more situations - you don't need to be healthy, for starters, and you don't have to care about instadowns after the first one.)
What Overcome is good for is players who aren't very strong at looping. It's like an easier to use Sprint Burst, but also a less versatile one - it's good for running away when the killer has already committed to you, but not much else. Its use in more skilled builds is going to be limited to things like Overcome/Lucky Break/medkit.
Overcome's still a good perk, it's just not good enough to outperform the king of exhaustion perks.
1 -
It was overhyped lol.
0 -
Its an extremely good perk, but when Dead Hard is better and you can't really run more than one exhaustion perk, what's the point?
3 -
Overcome is pretty good, better than lithe or BL IMO but it doesn't beat sprint burst or dead hard because its 2 seconds of boost over the 3 you're getting with SB
it also requires you to heal which means you're not running this perk without CoH or a medkit basically.
0 -
see and I prefer lithe over overcome.
0 -
You see I never thought the perk was OP, I just thought it wasn't good design. It promotes holding W which is such a boring part about the game and the fact it's so much better against low tier killers than top tier killers, which is partly another reason we only see top tier killers anymore. There needs to be more perks that can counter top tier killers but don't do much against low tier killers so we can at least see people using those killers more.
1 -
You see I never thought the perk was OP
Its not like someones calling you out.
1 -
Umm what?
0 -
Anyone who said its going to outperform dead hard is smoking but I did say it would be fun to mess around with against M1 killers.
Got a lot of value out of it with a team filled with 4 Vigil and 4 Overcome then one person had circle of healing. It was a nightmare for the M1 killer, Didn't get a single hook most of the time.
0 -
What?
1 -
I think that another reason you won't see it much is the same as to why SB is much less popular that DH despite it being extremely good too.
Most people find DH to be more fun and choose to pick it over anything else because they can dodge things, use it for distance, do fancy saves etc. instead of something that let's you hold W better, even if it might result in being less useful in many situations.
0 -
This is the community for ya :p
0 -
I quite like it and will most likely continue to use it over Sprint burst / Lithe. As for Dead Hard, well i never liked using it, playing both sides i find the perk does too much for what it was intended for and it's borderline scummy for me with it's many uses.
0 -
Was everyone really complaining about it? or was it just a couple of streamers?
1 -
I still think it's good. People just aren't using it. Same with Lucky Break.
1 -
It doesn't matter when a health state costs more than a single exhaustion effect. People have gotten farther on midwich holding w with overcome before getting downed compared to sprint burst.
0 -
Because works against 1 killer well? hmm i guess trapper, pig, hag, nemesis, phead, oni, clown, freddy, myers, doctor, plague, legion, ghost face, and demo count as 1 killer right?
0 -
Bro you're legit missing the point. Sprint burst and overcome are meant to be chase extenders, not "win the chase easily" perks. Overcome buys you more time than sprint burst and has been proven.
1 -
A certain content creator rang the bell on this and I was utterly shocked they didn’t know any better. It makes you exhausted and the killer now knows you don’t have dead hard. Dead Hard extends chases more, and bails players out if used properly. You can’t “Overcome” any killer power in the game, but you sure as hell can Dead Hard a Huntress Hatchet or Deathslinger shot. Pyramid Head has you in a confined space and you need to get to an opening? Dead Hard through his torment trail if timed correctly. Killers can see you use dead hard earlier in the game, completely forget, and fall for it a second or even a third time during the match. Thats costly.
1 -
As long as Dead Hard exists, every exhaustion perk is going to be power creeped by it. You'd need something stupidly broken to make DH out of the meta.
2 -
I think overcome is very good and underrated, but everyone just runs dead hard and doesn't want to use 2 perk slots on exhaustion which is rather understandable tbh
1 -
I love it! It and CoH are now part of my regular build. I also really like Rookie Spirit
1 -
You do realize 10 seconds on a gen is 12% of a solo gen right? so lets say you have 3 people on gens... thats 36% gen progress where as you would get 36% less with sprint burst. Tell me which one is better there? Also fun fact you can activate overcome from bt so... still more value there if the killer decides to hit you while its active. And against an insta down killer most of them have large counterplay which is pallets and windows? Eventually they'll either commit to chasing with their insta down wasting time as well or m1 which gives you more distance so it would be a bad decision to still chase you.
0 -
Overcome does one thing very well and that's abuse boon's. A friend of mine came up with a build Shadow Step, Circle of Healing, Iron Will and Overcome. It is very consistent across the board and often forces killers in very difficult situations that can be taken advantage of rather easily by a survivor team. The idea behind it is if you ever take a hit you run to the boon to loop/ heal or to a very strong tile, if the killer at any point abandons chase now you set up a new boon and repeat. Takes advantage of how strong boons are while punishing the very reactive playstyles killers often use in this current meta.
0 -
Overrated perk that requires certain perks/conditions for it to be useful. Such as the fact that it can only be used one time if one does not get healed. At it's best it's a downgraded sprint burst.
0