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Claustrophobia discussion

Continuing a series of threads on the least picked perks according to Nightlight, next up is the generic perk Claustrophobia (0.34% usage)

Claustrophobia - Every time a generator is completed, all windows and vault locations within a 32 meter radius of the completed generator are blocked for all Survivors for the next 20/25/30 seconds. You see the aura of the vault locations blocked by Claustrophobia for the duration.


Blocking vaults when generators are completed is an interesting effect. I think the problem with this perk and why it's not used more often is simply that there are a lot of times this perk will trigger but as a killer you won't be anywhere near the gen when it happens and won't be able to capitalize on it. It's basically just the 32 meter range is probably too small.

For example, let's say hypothetically this perk had no range limit, it simply blocked all vaults for 30 seconds across the entire map every time a generator is finished. I'm not even sure that version of the perk would be overpowered. You'd certainly get more value out of it than the current version, but it would still only trigger a few times per game and only for at most one chase each and there wouldn't even be a guarantee the survivor you're chasing would try and use a vault in that time frame versus, say, running for a pallet.

So at least to me increasing the range to either be just a lot larger or even simply removing the range limit entirely is probably the way to go to make this perk see more use.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097

    bamboozle and superior anatomy already cover perks related to chasing survivors around windows. they do not have a generator requirement. The killer does not have a reason to chase around areas of the map where a generator is completed.

    an idea for the perk that I had a long time ago for this perk was that it destroys drop and standing pallets around the generator that is completed in a small area(16 meters). I just do not see the reward in the perk in chasing a survivor in the area where no generator are present. Bamboozle and Superior anatomy are better perks for improving the killer chase against windows compare to the situational activation of this perk.

  • Gandor
    Gandor Member Posts: 4,268

    I don't like such perk. It would be so damn map dependent. On midwitch it would be meta hard winning perk. On Game it would be really strong. On red forest it would barely do anything.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097
    edited October 2022

    elementary school pallets are generally weak so no reason to use the perk. on normal maps, 16 meter would be killing 1 tileset pallet, for example completing the shack generator would destroy shack pallet on most maps. The perk would be the strongest on The Game(Gideon) but The Game has so many pallets that the perk removing few of them might not be a bad idea. The perk only activates 5 times. Shouldn't a perk that only activates 5 times have a powerful effect attached to it? Blocking windows for 30 seconds is not really powerful considering that other perks perform a similar functionality for easier trigger conditions.

  • Gandor
    Gandor Member Posts: 4,268

    what else do you have on the map? Those ~3 strong windows between rooms? Ok. And then? The map is already very resource hungry and if you can't juice each and every pallet on the map, then you are screwed. And no - midwitch contains also some good (but still mindgame-able pallets) + 2 god pallets. Get a perk that destroys those strong pallets on both floors and you just took away at least 30s from looping. By single trigger of a perk. That can trigget 5 times. No thank you. I don't want your version of a perk.

    About 5-time usage. Hell no. Say I had old DS that could activate 5 times. Or medkit that could heal me 5 times. You see the problem right?

    But I agree with you that current claustrophobia IS weak and it needs buff. Just not your buff. It's like you took buckle-up and made old dead-hard out of it. Actually this analogy would be even good - because old DH did not really work well against laggy killers (huge map) vs normal killers (midwitch, the game, ...).

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097

    About 5-time usage. Hell no. Say I had old DS that could activate 5 times. Or medkit that could heal me 5 times. You see the problem right?

    comparing survivor perks to killer perks is little weird considering that survivor have total of 16 perks vs killer 4 perks. the killer perks are supposedly meant to be around 1.5x-2x strength because the killer has less total perks. across all 4 teammates, if all 4 teammate run decisive strike, you have 4 chances to take old decisive strike. In retrospect, your more likely to hit 1 or 2 of them but there is 4 chances. a yellow med-kit with grey bandage add-on is 2 heals, so across 4 survivor using same yellow med-kit with 1 grey add-on, you have 8 heals. As far your argument is concerned, that is/was already in the game. Do not completely agree with comparison but this is what your comparing.

    old DH did not really work well against laggy killers (huge map) vs normal killers (midwitch, the game, ...).

    Dead hard had 70-75% usage rate at highest MMR, roughly 40-50% usage at lower-middle level MMR. It was used because it was universally strong against every single killer on every map.

    what else do you have on the map? Those ~3 strong windows between rooms? Ok. And then? The map is already very resource hungry and if you can't juice each and every pallet on the map

    when approaching this statement, I am puzzle for where to begin. I think this is misconception regarding pallets. A big reason why early game for virtually every killer is really bad is because safe pallets are proxy to fast gen-speed especially in early game. I think it comes from newbie perceptive where there is this idea where you can -waste- pallets but the entire objective for survivor is to use every single pallet and trade it for 5 generators. You see, it does not matter if the entire map 0 pallets when exit gates are powered(99%). you can use all the strong pallets at the start and because your leading in generator as compare to killer hooks, you use your 4vs1 advantage to close out the game. If you use all strong resources on the map and your team is efficient at completing 3 or 4 generators in 1 hook, it becomes a lot less likely that the killer can go for 11 more chases in the span of 1 generator remaining. that is why there is conceptual idea that early game is most important for killer. A common reason to early game being bad for killer is that generator are spread out and while that is true, its not defining factor to why early game is bad. Another reason that you get is that survivor all start as healthy so killer has no injure pressure. This is also true but not defining reason either. Pallets are defining reason why killer's early game is bad.

    Supposedly, perks that give you an advantage for losing generators as killer is meant to be comeback mechanic for the killer. Its just that 30 seconds of blocking windows is pathetic reward for losing generators as killer. Breaking pallet on the other hand for losing generators, that reward sounds way more enticing.

    The perk is unlikely to change, but it is interesting to brainstorm a version of the perk that rewards the killer for losing generators that a hypothetical killer might use in everyday killer build.

  • Gandor
    Gandor Member Posts: 4,268

    Killer perk being stronger is a given. No argument there. I was just trying to illustrate the point. 5 very strong effects can make the game. There are perks with strong effect that trigger exactly once - like haunted ground. And even if it's not meta perk, there is clear usage. Removing all pallets in 16m radius (depending on map) can be just as strong, but you would get 5 usages. As I said. On mothers dwelling - nobody would notice. On midwitch, this perk will solo make the game.

    Also on midwitch - somebody finishes generator close to a chase. Suddenly there are 0 resources left for you. So you go down (you can't travel 32m without killer catching you - radius 16m is 32m diameter and on midwitch it's very likely you will have to travel full distance). Finish 4 gens and it's possible map contains 2 pallets even if you used 0. Without any pallets and with killer slowdowns (oc, cob, eruption and pr) it's very possible you can't finish the last one. The exception is if you have some strong window (but it's possible you will not have any).

    What I am getting at is - the perk would be at the same time "meh" and broken. Not a good design for a perk. Blocking all pallets for limited time gives potential for waiting it out at some window. Hiding. Or taking a single free hit to move to a part of map with better windows. That's why I like no distance restriction more as a buff.

  • Zeidoktor
    Zeidoktor Member Posts: 2,065

    An idea I'd had was give it a Bitter Murmur effect. Rather than block around the generator, block around the individual Survivors.

    This might need a reduced area of effect to keep from being broken but having it trigger mid-chase could be devastating, and it could serve as an info perk if you watch what's been blocked.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,097


    The perk has less chance to hit a relevant pallet on elementary school map. Its like using spirit fury enduring on elementary school loops. its just sort of pointless. On open maps like mother dwelling, you have more chances to hit relevant pallets. The perk is potentially a lot stronger on these maps in comparison. At the same time, the killer has less reason to take chases in places where no generator resides so the pallets broken might not matter in the long run if no chases take place in the area where the perk had an influence.

    I wouldn't say the perk is guaranteed value but the current version of Claustrophobia would never bring more value for windows compare to perks like bamboozle, hex:crowd control or superior anatomy. With broken pallets, there is more of a chance to get value out of the perk from deadzone that the perk creates and it might change the way a survivor team would approach doing generators in a match. Not sure if killer would use it, but it would have more appeal than current version of the perk.

  • Gandor
    Gandor Member Posts: 4,268

    I agree the perk needs buff. I disagree with you how big effect your version of perk would have on midwitch/game (or e.g. wrecker's yard). There is barely any place you can disregard on these small maps (horizontal distance). Even if that spot has completed generators.

    So let's agree to disagree

  • K139K05
    K139K05 Member Posts: 217

    I think this perk isn't too bad actually, but it isn't useful once the last generator is completed. So I would make it so once the last generator is completed, all windows (on the map) are blocked for 30 seconds. This would make it more interesting for late-game builds and buffs usually result in more people using a certain perk.