Someone break down for me why UW is OverPowered

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Comments

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,755

    This is an easy fix, since UW has two components (blindness and the scream) it's clearly too much to have it be readily available like this.

    If we're being consistent, they should only make survivors scream when in deep wounds.

  • Astel
    Astel Member Posts: 650

    What makes you think that survivors should scream when they are in deep wounds?

  • Venusa
    Venusa Member Posts: 1,489

    Finally someone with common sense that was able to explain what I've been trying to say elaborately and articulately. Thank you!🤠

  • Halloulle
    Halloulle Member Posts: 1,330

    Overpowered is a strong word and I don't think UW necessarily is - but it is somewhat overtuned for the reasons many people have pointed out.


    Personally, I'd be alright with making it a fixed radius (25m) and making it shrink to zero over the course of its activation time.

    As is, it's half of Doctor's kit, but better; no charge time, less cooldown and it moves with you.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,755

    I'm referring to the MfT nerf. Where it still has 2 effects, but one is being made incredibly restrictive to be able to use.

    Both MfT and UW suffer from the 'actually two perks in one' problem. The 'deep wounds' solution was BHVR's answer to that.

  • Phantom_
    Phantom_ Member Posts: 1,336

    Because Nurse and Blight still exist. I don't understand why most think that the issue with UW is its blindness status effect. It's the fact that you're screaming no matter where you are, even if in lockers, and when you're up against a high-mobility killer it is basically ggs. I think even Philip would become unstoppable with this perk.


    Since when are you no longer drawing Spirit, what the heck 😭 /j

  • lav3
    lav3 Member Posts: 770
    edited November 2023

    Imo it is a strong perk but don't know if it's overpowered.

    You can say it's overpowered on strong killers but that's a matter of strong killers not the perk itself.

    Also the perk is the only counter to Distortion, that's what I thought since Alien PTB came out.

  • UnknownKiller
    UnknownKiller Member Posts: 3,024

    Best perk to find pep yeah but only if they are really close to you becuz u can effectively hide and dont find you.

  • CaulDrohn
    CaulDrohn Member Posts: 1,596
    edited November 2023

    If blindness would only affect additional auras from perks, then I might agree with you. But blindness also blocks out basic auras, so ppl on hook or in dying state. And THIS is the main detriment for solo Q. You cannot save someone if you cannot see them. And you cannot communicate with the randoms so they tell you were they are.

    Sure UWs blindness is not unlimited like Third Seal, but it still has the potential to block auras for a considerable amount of time, which can be enough for a random team mate to drop into second stage or die, just bc the rescuer does not see the hook aura when they need to.

  • sluc16
    sluc16 Member Posts: 537

    Simple, huge reward for doing something that takes 0 skills

  • bobateo
    bobateo Member Posts: 368

    This is probably an 'agree to disagree' moment!

    I still don't think you can accurately say the cooldown is variable. There is a pretty large difference between 'perk is active but can give no more value *because all the potential value has been realized*' and 'perk cannot be activated at all and therefore can give 0 value'. Nor does it operate like exhaustion perks, which IMO would have a greater claim to a variable cooldown because the time to activate again can objectively be extended if a surv is running. However, I think that is still inaccurate at the end of the day because the exhaustion mechanic has the specific caveats that halt its recovery built into it.

    The only way I think a longer cooldown on UW could be reasonably argued is if it's potential value decreased over the activation window. But it doesn't. The full value can be gained up until the moment the activation window ends.

  • Anti051
    Anti051 Member Posts: 646

    Breakdown: UW interrupts the survivor's agency and makes the match harder for them to control, therefore, warpath.

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited November 2023

    If we're only caring about the <10% of the killers at the top we should do the same for survivors.

    Strong survivor perks should never exist as long as good SWFs are in the game.


    SoloQ and other killers can just Suffer I guess.

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited November 2023

    I do agree with this change, but not the reasoning behind it 100% in this case.

    If we're going to balance for SoloQ we shouldn't balance for Nurse and Blight. That'd be balancing survivors for the "low tier" but killers for the "high tier".

    UW is fine on most killers its just the very top where its a problem.

    If your balance philosophy is low-mid tiers then UW is fine, if its high tiers then it should be nerfed a little bit.

    But we should be consistent for both sides. Its either SoloQ and low killers or SWF and high killers.

  • SimpleTora
    SimpleTora Member Posts: 52

    There is an obnoxiously large bubble that shows you where someone got hooked all you have to do is pay attention. This is my biggest gripe with solo Q and why it doesn't need buffs. People just refuse to actually pay attention to what's happening and expect the game to handhold them the info so they can do less for more reward. The only time i've ever not been able to find someone because of blindness was on RPD and that's because I didn't know the map very well at all at the time. We shouldn't reward people for not paying attention to the game

  • CaulDrohn
    CaulDrohn Member Posts: 1,596

    Yes there is the bubble, but it only gives you a rough direction. and when you are the next one being chased, you can easily forget the whereabouts of the others in the heat of the moment.

    The impact of blindness magnifies the longer it is active, and when the killer is fast in downing and hooking ppl, good luck finding all of your team mates even when you were not chased away. Esp. on multilevel indoor maps like the Game, Midwich, Rpd.

    But all that solely impacts SoloQ, since swf have comms. That's the reason third seal can totally stomp random lobbies, and is utterly useless against swf. Imo extended blindness should not exist as unconditionally as UW can apply it, bc it widens the gap between Swf and soloq.

    Insinuating that all that only happens bc the players do not want to pay attention is very patronizing. When I run against Blindness (most notably Third seal), I DO pay extra attention, but that still might not be enough to defeat it. Auras, esp basic ones, are part of the core game, the game is balanced around it. Implying that I'm just to lazy to remember feels downright insulting, honestly.

  • Hensen2100
    Hensen2100 Member Posts: 339

    Why not? I face plenty of Nurse's and Blights in solo Q. And it's one of the biggest wastes of time I can think of because those characters are way too strong for solo's unless the killer is a complete bot

  • AddanDeith
    AddanDeith Member Posts: 54

    Survs say it's overpowered because they can't deny all info by running just one perk(distortion) anymore, now meta is much more balanced. Also it counters their #1 perk windows.

  • MrPenguin
    MrPenguin Member Posts: 2,426
    edited November 2023

    And killers playing someone like Legion, GF, or Pig face SWF that are way too strong for that character unless the survivors are bots.

    It goes both ways.

    We need to pick a power level for both sides to balance around, either low mid or high. But it has to be the same on both. Either the few at the top or the majority at the low-mid.

    If you wanna nerf or restrict perks solely because of the top 2 killers ignoring the other ~90% of the killer roster, than you should be doing the same on the other side. Likewise if you're balancing for the "low/mid power" level of survivor, which is solo, then you should do the same for killer. In which case the perk is fine. Well, unless you want to just blatantly favor survivors.

    Post edited by MrPenguin on