Still Sight is very weak

SkeletalElite
SkeletalElite Member Posts: 2,729
edited June 2024 in Feedback and Suggestions

I thought this perk had some potential as a chase perk to potentially use mid chase when the killer is trying mind games on a tall loop but the activation time is just WAY too long, VERY few players spend long enough mind gaming to allow this perk to activate. Even outside of chase the long activation makes it very unfun to use.

Should probably activate in no longer than 3 seconds, maybe even 2.

Another buff that maybe wouldn't be the worst is to not consider repairing gens or healing so you can see where the killer is if you are repairing a nearby gen, mainly would be useful on indoor maps.

Comments

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513

    the perk is like insidious for killer. it would need 2 second activation+lingering effect of 6-8 seconds to be used. Maybe this is an idea that they buffed insidious to be 2 second of activation+6 second of lingering undetectable while survivor gets this 6 second lingering wall-hack version.

  • VomitMommy
    VomitMommy Member Posts: 2,257
    edited June 2024

    How is that anywhere near close ot insidious in effect?

    Undetectable has nothing to do with information perk. This perk is not chase, it's information perk. You don't see just killer, you can use it to avoid killer quite easily with open handed, 40 meters is huge range.

    Post edited by EQWashu on
  • HolyDarky
    HolyDarky Member Posts: 981

    No, Still Sight does not need these buffs. If you wanna see the aura of the killer on a tall loop either use a key witht the addon or the perk Troubleshooter. If you buff Still Sight in this way, many loops would become too powerful because the perk would allow no mindgame. Mindgames are very important and healthy for the game because they force a fair 50/50 and good knowledge. You would remove all of this with a brainless perk.

    Another buff that maybe wouldn't be the worst is to not consider
    repairing gens or healing so you can see where the killer is if you are
    repairing a nearby gen, mainly would be useful on indoor maps.

    no, this type of free info would be unhealthy for the game. Year, indoor maps might be difficult for survivors but this perk is not the solution for it. It's like Shattered Hope to counter boons.

    I agree with @VomitMommy . There is a huge difference between Untedectable and information. Also even with your suggestions, Insidious would be still a bad perk because other perks such as Monitor&Abused, Trail of Torment, or Unforseen are much better perks to sneak up on survivors. Still Sight, on the other hand, would be too strong.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,208

    I think the point is that it’s not supposed to be extremely good in chase.

    That said, it is pretty awkward and difficult to use at 4 seconds, and changing it to 3 seconds might help make it a little easier to activate while still limiting its potential in a chase. Anything below 3 seconds is too low though, and I don’t agree with the idea of making it work while performing interactions, that would make it too strong with Open-Handed since you could see the killer coming to your gen from 40 meters away.

  • Devil_hit11
    Devil_hit11 Member Posts: 9,513
    edited June 2024

    one perk takes away information in the chase(Red stain) while another perk gives information for the survivor. it is just that chase perk have higher value for survivor then they do for killer because 1 chase perk = 3 survivors gaining extra time on gens. For killer, it is not like equipping a chase perk = 2x faster chases. Usually, it is best at mileage of 5-10 second chase time saved.

    I would agree with @Blueberry on the perk being underrated. Right now it is just meme perk.

    Post edited by EQWashu on
  • VomitMommy
    VomitMommy Member Posts: 2,257

    neither of those are really chase perks

    insidious is just trash perk with value only for camping against soloQ

    Still Sight is already decent perk if you combine it with open handed. Finding gens can be tricky on indoor maps, or for new players in general and be able to avoid the killer can also come handy. I think this perk can be very good for new players.

    Your version (2 seconds + 6 seconds lingering effect) would be beyond broken for chase. Anyone who ever looped killer under wiretap, or with key know how strong it is. I would make M1 killer's life hell in most main buildings.
    The most broken thing about it would be killer doesn't know you can see him, so any mindgames are huge waste of time.
    Even if you reveal it to the killer, only thing I can do about it is basically hold W for two minutes and down you, then hard tunnel you, so you never get chance to recover. So much fun…

    This would be another perk, where it is somewhat decent against top tier killers, but you are going to destroy any normal killer → MFT situation.

    Not talking about how strong it would be for SWF, if you give them an ability to access the information faster. Right now you use that perk only if you need to, because of the delay.

    The suggestion from someone that it should work while healing / working on gen is most broken thing I have seen in while….

    This perk should never have lingering effect, nor reduced delay. It is already decent perk, any buff is going to lead to overnerf in future, because it will be OP. We have seen this with old Object of Obsession, but players never learn, it seems.

    So just don't touch it…

  • Fuzzycube
    Fuzzycube Member Posts: 273

    I think the problem with a shorter activation time might be survivors could use it with Open Handed and just sneak about the map avoiding the killer leading to some very boring matches.

  • fussy
    fussy Member Posts: 1,815

    Perk is awful, because I can't use free wallhacks on killers for doing nothing, guys :(

  • nodforkiss
    nodforkiss Member Posts: 196

    some people really want old object of obsession like perk return huh?

  • Sunflower_Mage
    Sunflower_Mage Member Posts: 64

    Even when its currently 24m base aura reading radius + 16m from open hand, its a very limited perk.

    Main uses with open-hand is:

    1) Start of the match. Crouch for 4 seconds, check your surroundings. If there is no killer do what you were going to do.
    2) Start of the match or when off cooldown, Bardic Inspiration, to grant your teammates improved repair speed.
    3) When getting healed by a teammate, you can keep an eye out for the killer (not sure because of point 5 later).
    4) When your not in the terror radius but are uncertain of where the killer is.
    5) Not sure if bug, but while injured on Lery's was able to see the killer's aura while interacting with exit gate. Although this also featured SS bugging out on start of match where it wouldn't work until I moved around for a bit. As I have noticed on a sepearate map the perk doesn't activate if healthy.

    Also yes if standing still, you can crouch without interrupting SS.

    From what I have noticed: Healing, repairing, cleansing, blessing, BAMN, doctor's snap out of it, and hanging on hook doesn't cause still sight to activate as its a type of "activity".

    The 4 seconds is a fairly lengthy wind-up time. Feels like a selfish perk at least in solo play. While more of a "spotter/tracker" perk in SWF. That is to say, it can be used to avoid the killer (aside from aura-reading perks unless your also a distortion user) if solo and therefore try to get value out of a hatch escape. While for the SWF, its more being able to keep tabs on generally where the killer is. Though this basically does mean your not doing gens either.

    The general intent is you run it with Bardic Inspiration so you know when to bail in case the killer comes near you. Although that is a once every 60 seconds perk. For a proactive approach that isn't Bardic Inspiration, it feels like a perk you run with Distraction and Red Herring and Distortion to try and lure the killer somewhere.

    If the windup was shorter, like 3 seconds instead of 4, it might, keyword "might", lead to more smart play when trying to maneuver around the killer to get to a gen or an ally or whatever or to distract the killer.

    And I say this as someone who is close to prestige 3 with Aestri.

    TLDR: Its either a perk to annoy the killer, immerse and be selfish, or to feed information to your SWF about the killer.