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The upcoming IW nerf is badly designed + better nerf suggestion

_VTK_
_VTK_ Member Posts: 383
edited June 2022 in General Discussions

Most of the time an uninjured survivor will try to activate an exhaustion perk before he gets injured during the chase, after that IW will become useless for the duration of the chase. It defeats the purpose of running IW.

And if someone runs SB, like me, IW will NEVER activate during a chase. Same applies to Lithe, you will inevitably activate Lithe in the beginning of a chase. Rendering a perk useless because you are running some other perk and having no or very limited control over it is bad perk design. Making IW depend on whether you run an exhaustion perk or not in general is bad perk design.

If you want to reduce IW usage during the chase, here's another suggestion:

Remove the exhaustion part. Grunts of pains are reduced by 50% when sprinting (or some other value, that's still better than 0% when exhausted). When survivor walk or crouch, grunts of pain are reduced by 75%. (90-100% when crouching or crouching and not moving would be even better). This way IW won't depend on survivor's perk choice, you can't use its full potential during a chase, but it still won't be 0% unlike with exhaustion condition. It will still be helpful during unexpected, risky maneuvers like double-backing, crouching in the corner during a chase, trying to lose the killer.

Comments

  • Slowpeach
    Slowpeach Member Posts: 707

    Yeah this is pretty much what I proposed. If the survivor has to be crouched and still (like they are putting something in their mouth to suppress sounds) it should be 100% silent.

    Granted I'll agree that it was probably too strong before but now its useless. The exhaustion part shouldn't be a thing. Maybe if moving but otherwise...

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 2,796

    My suggestion would be to make it an activate-able perk (activates when you crouch?) on a cool down where you hold your breath/injured noises for a duration, allowing more room for mind games and interaction, and making it effective against killers like spirit when she is phasing


    maybe 10 second duration or so.

  • _VTK_
    _VTK_ Member Posts: 383


    Yep, removing exhausted condition and 100% silent when crouched sounds very logical. For other situations put whatever values are needed to nerf IW.

  • Zarathos
    Zarathos Member Posts: 1,910

    Im pretty sure the exhaustion change was to encourage survivors to run a survivor build that dosent run exhaustion. It would be refreshing to see survivors builds encourage using one slot for exhaustion no matter what. Though I agree iron will probably could afford to have the crouch 100% quiet clause to sweeten the deal.

    I cant help but feel this change in particular was a result of the counterplay added to spirit and her playrate tanking so much whilst iron will was still hard countering her. Then you look at perks like bite the bullet which is kinda pointless when you can just run iron will. It seems the devs wanted to open that perk design area up by weakening iron wills effectiveness since it will outclass a lot of perks designed with sound reduction in mind.

  • _VTK_
    _VTK_ Member Posts: 383

    Yeah, but I think we can all agree this is not the best way to encourage survivors not to use exhaustion perks. It just smells like bad perk design.