WEAVING SPIDERS DOESN'T WORK WHEN GENS ARE BLOCKED???
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I would've gave up on hook or DC'd and normally I'm a big advocate against that type of thing but that right there is absolutely warranted in my opinion, I really think some people are liking that perk because I've caught people using it on other survivors already which wouldn't make sense if you've already prestige and tried the perk why in the world would you keep using it?
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I try to be the change I want to see on the world on both sides. It doesn't do much good but I do see it on extremely rare occasion.
I firmly believe hook suiciding should be removed and players should be allowed to opt out while on hook with no penalty. Better them doing this and get replaced by a bot who actually tries then having them hook suicide and die ruining the game for everyone. Only if everyone is incapacitated (hooked, downed or carried) should hook escape be enabled (obviously not for perks like Deliverance and Sables basement perk). However idea that will get ignored number 9003 because BHVR only plays with their control groups where everything is sunshine and rainbows.
On Killer I 8 hook before killing and if you are actually trying to win (because 8 hooking tanks your rating so you play against a lot of people who don't try) I will let you escape unless you act like a jerk.
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Just delete the perk at this point. What an embarrassment.
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It does seem like it doesn't even need an injured/broken penalty if this is how it works, or should regress extremely slowly, if at all. Just the fact you sit for 2 minutes leaving your team in a 3vs1, in basement where your progress can be halted for basically a free injury/down/basement hook already seems enough downsides.
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It does not need this penalty.
People who talked about this Perk being potentially good saw it as a fair trade-off, but it really is not. Because aside from spending a huge amount of time in the Basement not progressing the game, you will put one Teammate at a disadvantage who will be broken for the remainder of the Trial. And being broken is a bad thing, we all know this, seeing that No Mither is not used at all (and would even give Benefits which are probably better than Invocation, lol).
Because in the end, having 10 charges knocked off of every Gen would also mean that the moment you are finished, the Killer can go to the Basement (if they are close by) and knock the Survivor down. And even if this is not happening, this Survivor is a target for tunneling. And then it is questionable if removing 10 charges of each Gen is worth at least one Survivor not on Gens for a long time AND potentially having an early 3v1 afterwards, because that Survivor is a target for tunneling.
IMO they should just scrap Invocation-Perks before they get too invested in them. The first one is already a failure, it will not get better from that. Make a new Perk, "Weaving Spiders" (without Invocation) and just give it a new effect. Invocations are already a failed concept, just dont push it further like Boons and rather create Perks without Invocation in mind.
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Peak perk design indeed.
(please don't use this perk I'm begging you).
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It's just funny because they put all this dev time and resources into making stuff like this for no reason. Nobody asked for anything like this perk and the feedback was overwhelmingly negative since the start.
I'm convinced nobody at BHVR actually plays the game outside of Dev Circles cause how does this even get greenlint in the current state of the game for survivor?
So funny. 🤣🤣🤣
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I don’t think that should be a rule with regression events being a new standard. BNP’s effect should not count as standard progression. It’s tied to an addon/perk outside normal gameplay.
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Imagine starting the ritual, getting interrupted a bunch, eventually finishing, and nothing happens because grim embrace went off.
This is your worst design decision yet, devs. That's impressive.
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lmao
it's like they start off with good ideas and then the final product makes u wonder like how did this get the green light to go live? does no one over there really play the game regularly to have any foresight of how some of these ideas will play out in the real game?
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I mean, the idea to try new things is always good. But there is no world in which a Perk like this can be worth the time investment and Downsides. And even if this would be the case, it would probably get nerfed at some point because as we know, the mass-complaints would start (see Circie of Healing, which was way too strong at the start, but is now not really useable... as the only Boon-Perk which was really worth taking).
So before they create a bunch of other Invocation-Perks which are just outright bad, they should just scrap the concept and thats it.
But I am pretty sure they wont do it, so we might see more Perks which are just useless and benefit the Killer more than the Survivors.
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I think perks like this exist to create passive slowdown for killers. It gives survivors something else to do at no real benefit that can be easily destroyed, stopped/interrupted, and hampered by the killer—without necessarily interacting with survivors. When killers say “gens too fast” survivors receive perks like this. That isn’t coincidental.
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This post succeeded in getting me to fall off my chair in laughter
I would feel bad for you but I'm sorry, that's just too ######### funny XD
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I swear, I really swear, during PTB there were killers saying this perk was OP🤣
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Sable exists to sell cosmetics. Period. All three of her perks are just not good. They’re either outclassed by another perk (a free perk at that), really weak, or a killer perk—this one, for instance.
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Cant wait to taste the killers tears when they buff it.
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Welp you guys should consider changing what the perk does entirely that's pointless.
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I'm a killer main, and while I hate the idea of yet ANOTHER gen rushing perk, I don't think this part of it is fair on the survivors. It's not technically regressing or progression the gen - it's reducing the max amount of charges needed to finish a repair. That being said, can we stop with the onslaught of gen rushing perks?
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Might as well cut out the middle man and just bring no mither lol.
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Bring No Mither and a BNP and you basically get the same thing with zero downside
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Big facts you just created a better perk then the devs lol
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Lets not lie though slippery meat is still the worst perk in the game.
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Slippery meat with luck offerings is actually not too bad but I’m not gonna argue that it’s not terrible lol
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Nah, Slippery Meat is actually kinda decent.
You have to be brave enough to face the consequences, though.
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It's not actively harmful and it's not as much of a beginners trap. In SWF with an offering and Ace's luck perk you can pretty much guarantee 100% you get off the hook without needing a rescue. That can be very powerful. Yes that's a lot of ifs but the amount of time it saves by making it so nobody has to rescue you is immense.
Though I think in general 'escape from hook' IS a beginners trap and probably should be removed and players can DC while on hook to be replaced by a bot so they don't ruin the game for anyone else.
In any case Slippery Meat has an extremely small niche. Weaving Spiders is actively harmful and grossly inefficient.
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Lmao... How embarrassing it must be to have to break that news to us.. This perk along with this chapter is garbage..
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My condolences to Mandy, whose inbox must be absolutely destroyed on account of having to break the news about just how absolutely horrible this one perk is on every front.
Yes, the perk is bad, the fact it can be blocked after 2 minutes of time investment is worse, and they Need to fix it ASAP, but she doesn't deserve to be flooded in notifications over it.
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"Survivor not on Gens for a long time AND potentially having an early 3v1 afterwards, because that Survivor is a target for tunneling"
I thought the whole 'this is a killer perk' thing was amusing, but I'm starting to genuinely think it is. I remember when BHVR acknowledged in previous patch notes that taking someone out of the game early was hard for survivors to come back from. Now here we have a perk with very little plus sides but massive downsides, that take a survivor out of the game for 2 min and then makes them ripe for tunnelling, or at least easier to remove, on account of being broken. This is such a noob trap perk that pretty much immediately damns any team that has someone using it.
Why waste time and resources updating killers when you can just give clueless survivors tools to inadvertently help them instead?
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I think the idea is that if a team rushes there off the start efficiency isn't an issue. We talk about efficiency because its survivors ability to do gens vs killer ability to get hooks. But if all the survivors are in the basement and the killer is just running around searching for a survivor with no chases happening efficiency becomes irrelevant (e.g. it doesn't matter how slowly you progress your objective if the other side doesn't progress their objective at all). Hypothetically the survivors could do a non-regressable 10% off every gen before the killer ever did anything meaningful.
Of course, its still a garbage perk, because in the above you now risk the whole team getting caught in the basement + even if you pull it off you now have a survivor permanently broken.
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That's what I figured. I think it's the wrong choice, as others have said it makes it way too easy to accidentally end up with the perk being completely negated yet you are still broken if Grim Embrace just happens to pop at the same time as your invocation. Maybe make perks that block ALL generators also kick the Invocation off? Make you start again? At least then you wouldn't have the being broken after wasting 2 minutes for nothing because something like Grim Embrace just happened to pop the same second as Weaving Spiders.
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Love you mandy, hopefully they make this perk better tho
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Pharmacy is the worst
Why run Pharmacy when you have Self Care and Strength in Shadows?
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Didnt they nerf pharmacy? Lol
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Yes they did, twice actually
First nerf removed the 80% speed for opening chest when healthy, now it only works if injured. Also removed a guaranteed emergency medkit when opening the first chest, now it only gives medkits when injured, which means your only chance to use the perk is if your teammates didn't loot all the chests in the game
Then they nerfed medkits and healing altogether. Now finding an "emergency medkit (green medkit)" means nothing since it just heals at the same speed as any other medkit.
So in the end, to use Pharmacy you need:
-To be injured
-Find a chest that hasn't been looted yet
-Heal up with a medkit with no speedbonus whatsoever
There is no point in using Pharmacy ever, since with Self Care and Strength in Shadows you just heal anytime you want for the entire of the match
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Fengs face gave me a much needed laugh, thank you 💜
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Yeah this perk is trash, i use to use it when i want to farm medkit, but since they have been nerfed there is not point anymore. Bhvr hates that chapter in general
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Also, "a gen can't be repaired or regressed while blocked" was the response, but Weaving Spiders does neither, it reduces max charges. This feels like an oversight in not changing the behaviour of the perk when its mechanic was changed from the PTB.
And honestly, it doesn't hurt to go "Hey, maybe this 2 minute commitment to a perk that leaves you broken all game SHOULDN'T also have no effect on the gens because it happened to pop in the wrong 8 second window" rather than just denying there's a problem.
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try it I ran both perks for over 200 games and never kobe
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I tried 200 games with it never kobed.
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I ran it 200 times never kobe.
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Nah there’s just no way lmao.
The statistical anomaly you must be for this to happen is actually just not even possible
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well it happened
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With Up the Ante and Slippery Meat you’re telling me you never once Kobe’d in 200 games?
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Just did the math
Your odds of successfully not escaping from the hook using slippery meat 6 times a game paired with ante up (a 7% chance to escape) is 1.645 x 10 ^-17 power, aka a literal statistical anomaly.
I’ll even be nice and assume you’re just grossly hyperbolizing, let’s say you ran it 10 games in a row with up the ante and tried 6 times per game to get off the hook.
You have a 0.00134% chance to not get off the hook…
Theres no need to lie about this bro lol
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This is exactly why I’ve started telling people to stop rushing to buy these new chapters right when they come out. The perks always end up having either some hidden unannounced downside that’s discovered after the fact (like this one right now) or any good perks get nerfed into the ground almost immediately, making the money spent a total waste.
Every match I’ve played where someone brought this perk has resulted in all 4 teammates being dead at 4 gens (one match was 3 gens) because everyone wants to sit in the basement to play with the new toy, leaving teammates on hook to second state, or death. If you do get left to second state you’re immediately tunneled out since you’re injured and on death hook so it’s an easy kill.
There is less than 0 value to this perk at this point.
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You are only half correct.
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Yeah chances are they did this once and went ‘nope useless combo never again’ after it wasn’t basically no unhook required deliverance. To be fair I did say with luck offerings and multiple people running Ace’s luck perk up the ante as well.
To be even fairer, both perks alone with no luck offering is pretty bad. It’s only a 35% chance you get off the hook and you’ve wasted two perks. You really need friends running up the ante+slippery meat as well for it to work and honestly most teams don’t know how to take advantage of the precious seconds a team gains from not having to unhook someone. Still on topic, Slippery meat still has a theoretical use. No matter how you spin the math weaving spiders is dog poo.
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Not to mention the head start you give to set-up killers like Hag and Trapper.
But also, every added survivor only progresses the invocation at half speed, unless you want to sacrifice more perk slots to it.
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whelp then I didn't get off the hook with a 0.00134% cause I did it as a test. Also the % doesn't stack so if you have 6 attempts and each is 7 % its 7% each time it doesn't add on itself to a 42% it finally worked on my 236th try so figure the odds for that and that was the percentage. call it what you want bad rng bad luck I don't know but it worked after the 236th try.
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