Interested in volunteering to help moderate for the Forums? Please fill out an application here: https://dbd.game/moderator-application

Why Conviction Needs a Nerf

tarnished
tarnished Member Posts: 5
edited August 20 in Feedback and Suggestions

Conviction giving survivors a free 20% recovery from the dying state is essentially an instant self-pickup tool. In practice, this means that as soon as a survivor is slugged, the margin for killers to secure pressure is drastically reduced. The perk removes the intended trade-off of slugging: killers are supposed to get map pressure by leaving survivors down but at the cost of them potentially recovering over time. Conviction collapses that balance by letting teammates instantly pick each other up.

Conviction doesn’t exist in a vacuum. When stacked with Soul Guard or Unbreakable, the perk becomes oppressive because it allows survivors to bypass the killer’s strategy almost entirely. Even Plot Twist a perk designed around risk/reward becomes abusable, since Conviction trivializes the recovery portion that’s meant to gate its power. Instead of being situational tools, these perks combine into unstoppable anti-slugging chains that punish killers for trying to use legitimate strategies.

Some might argue “it’s just an anti-slug perk.” But the problem goes beyond slugging. Survivors can abuse Conviction even in normal matches:

Teammates can safely attempt flashlight saves because if they fail, the Conviction survivor is almost instantly back up.

Sabo plays become much safer since failed attempts don’t result in long down times.

Killers are forced to tunnel downs instead of managing macro play because Conviction shortens the punishment window too much.

This isn’t simply a counter to “unfun slugging” it breaks the killer’s ability to maintain pressure across the map.

Lightborn is currently the only consistent counter, but it only shuts down one branch of survivor tactics (flashlights), not Conviction itself.

Franklin’s Demise was nerfed and no longer shuts down toolbox/sabo pressure effectively. This leaves killers without meaningful tools to fight the perk’s value. Survivors get too much free safety with almost no counterplay.

Right now, Conviction only requires a survivor to heal someone else for it to activate. That’s a very low bar for such a powerful effect. On top of that, 20% recovery is far too fast for killers to realistically capitalize on downs. It essentially guarantees free pickups after any team play, which flips the risk/reward system on its head.

Conviction as it stands trivializes downs, encourages unfair perk synergies, and leaves killers with no reliable counterplay. It doesn’t just discourage slugging it invalidates core killer pressure mechanics. To keep the game healthy, Conviction needs to be adjusted so that it’s situationally useful without being abusable, likely by requiring 50% recovery and stricter activation conditions.

Post edited by tarnished on

Comments

  • Amanova
    Amanova Member Posts: 379

    no it's fine and clutch perk just as dance with me, parenteral guidence, just pick them up or if you can't just follow them and they will go down, that perk requiers you to run expo, soul guard which is already 3 perks it makes you vulnurable to tunnel, so stop whining

  • Zuiphrode
    Zuiphrode Member Posts: 497

    Any perk combo that lets a surv pick themselves up before the killer can even finish the post-attack animation needs to be nerfed.