http://dbd.game/killswitch
Whats up with all the dejavu rn?
I track my games with nightlight and i saw this ramp up in dejavu, i have at least one EVERY game.
currently my most seen perks are as follow:
Windows of opportunity
DS
Lithe
Dead Hard
Unbreakable
Dejavu
Items:
123 medkits in 53 games (2+ per game)
92 FL
63 boxes
Offerings i got 35 escape cakes, and 35 Hatch on shack IN 53 GAMES.
Comments
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We killer mains like it because we're used to see gen auras all the time. :P
11 -
It's due to Daja Vu was buffed to include a 6% bonus to repair speed
-3 -
Probably for repair speed gen rush builds.
There are rift challenges to repair x gens.
-3 -
This is barely relevant. You can remove the 6% right now and the Perk would be almost used as much as before. 6% saves barely anything. I guess if anything it is a dopamine boost because the Bar is yellow.
The big strength of Deja Vu is simply that you can see Generators and have it easier to find them.
25 -
Been warning about Deja Vu for years but nobody listen.
-20 -
It is relevant… cause without that 6% not many people used it
And I do agree to the part that if they did remove the 6% it would still be used… but that's cause people have seen it's use
-3 -
We all know the real reason its used.
Need to prevent that 3 gen but those darn Devs keep hiding them.
1 -
Would disagree. It had 5% before and was barely used. It got used a lot when they made it permanent instead of only being active for 60 seconds at the start of the Trial. The 1% they added to it did not really cause this.
7 -
since 3 gens are like the downfall of coordinated teams + its free speed it might be that, the felix perk gives aura too (or the leon perk) and nobody uses them. One person in a swf having that dejavu to damage the 3 gen strat is a good trade, like that 1 guy having unbreakable or vigil.
0 -
Ok fair enough
0 -
so the devs might have made it permanent due to visionary already having a cooldown on gen aura? because if you really think about it doesnt make sense visionary have a side effect (cooldown) when dejavu is way stronger and doesnt have any.
It would me way more balanced to put the timer on dejavu and remove from visionary
-3 -
It’s because of the repair bonus, that BHVR promised they would remove, but never did.
-10 -
Considering how quickly survivors get AFK crows now if they are doing anything other than repairing a generator or in chase with the killer, yeah… best to know where 3 generators are at all times so you don't spend too much time looking.
6 -
It is more a case of when Visionary was released and when they removed the duration from Deja Vu. When Visionary was released (which was Chapter 4.2.0) Deja Vu still was only active at the start with no Repair Boost. Then they added 5% Repair Boost, but the Perk was still not used (since the Repair Boost was not relevant and is not relevant, there is barely a timesave). This was in 6.1.0, roughly two years after Visionary went into the game.
And in 7.0.0 we have the current version, with 6% Repair Boost and the permanent vision on three Gens. So it is basically just that Visionary and Deja Vu had different use cases (Visionary only shows Gens in 32m Radius and has a Cooldown, Deja Vu showed the 3 closest Gens, but was on a timer), but they only buffed Deja Vu and Visionary is as weak as before and honestly completely obsolte. The only usecase I see is with the new spawn rules, since you should move away from your team ASAP and Visionary might help better with that, since it can guide you to Gens even if you might spawn in the 3-Gen.
For starters, Visionary needs its Cooldown removed and then it should have a different effect/bonus.
3 -
It's not.
And don't spread misinformation. Deja Vu was buffed to "help combat the 3 gen situation" during that meta, but was unsuccessful in doing so… same as with everything else before the regression limit was put in.
They implied, once, that it might not be necessary once 3 genning was finally addressed, but never promised anything.
And honestly, the change from 5% to 6% was literally 0.8 seconds off of one gen. Likely they just realized that's actually basically nothing and leaving it makes zero impact.
And for comparison, over the same time frame, the extra 50% buff to merciless storm is about 8 more seconds off a gen in that same time frame. So as "useless" as people claim merciless storm is, deja Vu is about 1/10 as impactful. It's a negligible change.
18 -
The 6% speed bonus, while nice, is mostly placebo because yellow bar, it saves like ≈4 seconds on a gen if uninterrupted and not slowed down, and only on 3 specific gens at a time. The 6% shines during the endgame when dealing with the last gen, otherwise Survivors don't always have the luxury of always choosing the generator they want to repair every time.
The new and utterly overkill "Anti-AFK" system effectively pushes player to stick to gens more than ever, so knowing where a few gens are at all times (and coincidentally the 3 most important gens most of the time) is good at preventing undeserved crows that one can gain by failing to find & cleanse totems fast enough even if they sprint the whole time.
Also, Déjà Vu is a starting general perk and we just had a massive influx of new players. Newcomers are far more susceptible to being considered "AFK" due to being lost and not knowing the spawns, knowing gen location is even more important to them.
13 -
With the AFK system, it will probably see even more use. People won't wanna spend too much time hunting down gens because of accrued idle crow points
5 -
iI've been seeing a couple 3x Deja Vus today. I sure love it myself
0 -
Too many Maps and Maps variation. Hard to know gen placements.
4 -
An anti-3-gen mechanic was added to the game. There was never any expectation that 3-gen had to be completely removed from the game.
Also, if we have the attitude that balance changes should completely remove things from the game, that means Go Next and AFK crows need serious buffs, because they didn’t completely remove those things from the game.
-7 -
Makes me wonder if the use would drop if they removed the yellow bar. Keep the stats, just change the color.
1 -
I honestly think it would drop a tiny bit for a while, maybe some people would replace it with Blast Mine or Botany for the dopamine-inducing blast (I still miss the "boom" sound effect from the Survivor' POV though) or the yellow healing bar.
Quite frankly, without the yellow bar of Deja Vu, most people wouldn't even know if the perk worked at all due to how little time it saves on average (especially since, outside of endgame where it truly shines, there's a good chance you're not on a Deja Vu gen, especially with the new overkill crow system which strongly encourages as much gen time as possible over variety).
1 -
It's just an extremely convenient perk. Helps find gens on indoor maps, avoid a 3 gen, and the little speed boost is a nice bonus. It just feels good to run. Plus it shaves about 5 seconds off a gen which is always a good thing.
6 -
That yellow bar does make me feel good.
8 -
Hackers use it to "excuse" why they're popping gens every 30 seconds. Just had a match where the gens went in 4-5 minutes, no toolboxes, only a couple Deja Vus. I lost 3 gens on opposite sides of the map in the first chase, despite them spawning together.
-3 -
Hey, I want my dopamine… It's very important part of the perk.
4 -
it would for me; yellow bar good
0 -
How long was that first chasr? I ask because if they split up that's very doable if the first chase went a bit.
4 -
A minute? Time is kind of hard to tell. I know it wasn't long enough for them to run all the way across the map and solo a gen with no toolbox or perks.
1 -
Idk it's hard to gauge these things (at least for me). Assuming they start the gens roughly the same time you started the chase they'd only need 90 seconds. I'm not saying you're wrong but the chase might have just taken a bit longer than it felt like.
3 -
Well, to me it's not just a dopamine boost if you analyse it a bit more.
It saves 6 seconds. Making gens take 84 seconds if solo. Not crazy but those 6 seconds could be the difference between gen completion and the gen getting regressed in some fashion.
Now pair it with another very common survivor perk, resillience and you get 15% - which saves about 12 seconds, making gens take about 78 seconds.
Now take all of the above info and apply it onto one of the 3 generators closest to one another and you got a Killer's endgame nightmare, the last 3 gens being in seperate continents from one another.
If it was purely just about seeing generators, wouldn't perks like Visionary or Boon: Illumination see more use?
1 -
Not just this, but SoloQ is SoloQ.
Youll over get 3-Gen situations because teammates do not get rid of problematic Generator set-ups early. Deja Vu prevents that. It also allows the user to see what problematic Generator set-ups have spawned and remove them as early as possible. The extra repair speed helps but is not the main appeal of the perk, the perk is just used to locate problematic set-ups for the player.
Finally, it's a General/Universal Perk, which means that all players get access to it insanely early, which makes it far more common to see since anyone from any skill level can obtain it easily. The perk design is also good for any skill level, helps new players, and does wonders for experienced players.
6 -
Visionary only shows the gens near you which serves a different (and frankly worse function). Plus it deactivates when a gen is completed. The very time you actually need it to be working.
As for Illumination I've never used it. Does it only show gens within the 24 meters or does it show every gen? If every gen I could see some use for it but you still need to find and bless a totem. A totem that will almost certainly be kicked. In short it's too much of a time sink for the reward.
Compare these to Deja Vu which is always active, shows you the important gens, and gives you a little speed boost. The first two alone are reason enough to run it over the others. The extra speed is just the cherry.
3 -
It let's Survivors see the current closest 3-Gen.
It gives a Repair Speed Boost while trying to break said 3-Gen.
It is available for free to all Survivors, without prestige, and the game is currently being flooded with new players between FNAF and the anniversary sale.
It's a generic good perk with no real downside or barrier to entry; not overpowered per se, it just does what it does and does it well.8 -
As the nice person before me already said:
It is an "easy to get" perk which does a decent job while also helping newer players finding generators. And all that without the player needing to do anything.
It is just a very very decent starter's choice. And there are many starters right now.
4 -
Yeah Illumination shows all gens on the map
I just think if the info was purely main reason, other gen seeing perks would see more use but they don't.
0 -
Those other perks have limitations that make them less desirable. Plus Deja Vu is a general perk. That combined with it having the best aura effect will make it a more likely pick.
4 -
Go Next and Hiding aren't nearly as big of a problem as the favourite killer tactic being locking the game into a stalemate for a full hour.
Sometimes killers really do break the game really badly and changes need to be made that don't copy 1-to-1 to the other side.
6 -
I mean, pairing it with other Perks should not be a discussion, since those other Perks (in this case Resilience) give value on their own, with or without Deja Vu.
I think Visionary is way worse than Deja Vu, Illumination should not even be named in the same comparison, since this is giga-bad, since you spend 14 seconds for information you get from Deja Vu or Visionary without any time investment. However, Deja Vu is better than Visionary since it is permanent and shows the closest three Gens and not the nearest 3 Gens (and the cooldown of Visionary of course…). The only reason why Visionary could be better is the new spawn rules, because you want to spread out and if the 3-Gen is where you spawned, you will have less useful information with Deja Vu. But this is a really niche case.
And well, why I am saying that the Speed Increase is not really that relevant - it was at 5% before and nobody used it. It went to 6% and was permanent in 7.0.0… And honestly, what is more likely for the increase of popularity? That it got permanent or an increase of 1% Repair Speed? I think the answer should be obvious.
3 -
The stalemate problem that was caused by both sides of the game? Where the killers refused to commit to chases, and the survivors refused to commit to repairing generators?
Yes, I remember the popular streamer video, where all the survivors were using voice comms to pre-leave the generators early, but somehow the killer got 100% of the blame, even though the stalemate was the fault of all 5 players?
-4 -
Isn't it a free weekend? It's probably new players coming in using it because it's a free perk with the fact it shows gens and makes them go a bit faster.
2 -
Survivors -can't- commit to repairing generators, they'd get grabbed off of them. Survivors don't really have options in those situations, they have to respond to whatever the killer decides to do.
7 -
And the killer needs to respond to what the survivors do. When survivors used voice comms to pre-leave generators, they created a situation where the killer would lose if they had committed to a chase.
Both sides are at fault, because their optimum gameplay caused them to extend the stalemate.
-5 -
The perk immediately identifies the 3 gen. Its often used in SWF's so everyone knows what gens they should be doing, and when stacked are purely just for the speed boost
0 -
No, because the killer has a chance, the survivors did not. Even if they did commit to the generators, they'd just be pulled off of them and they'd instantly lose.
The killer was playing overly cautious, the survivors were taking their only possible option.
5 -
Hard disagree. If either side had committed, it was a guaranteed loss for them. Why should the killer be the one to fall on their sword? Both sides were waiting for the other to make a mistake. The survivors won in the end, anyways.
-6 -
But the killer didn't really have a realistic chance, because if they did have a realistic chance, then they wouldn't have extended the stalemate.
The stalemate happened specifically because both sides of the game felt like they would lose the game if they broke the stalemate.
-7 -
The point is that the killer is the one responsible for creating the stalemate in the first place. They opted for this particular strategy with the full and express intent to make it a 60 minute stalemate. You can't then accuse the survivors of sharing the blame when all they can do is react to that decision.
The stalemate happened specifically because it was the killer's express intent to make it happen. Blaming the survivors is basically telling them that they should've just taken the loss instead, when the killer had other options.
4 -
I'm blaming both sides of the game, not just the survivors. Expecting the killer to commit to chases, is telling them they should've just taken the loss instead.
-3 -
So you're saying that if the killer had the chance to down the survivors and get a 4k, they wouldn't have taken it? I don't believe you. Their strategy was slowing down the game in order to give her time to win the game, not hit the time limit.
-1

