Wake up is useless.

invira_zero
invira_zero Member Posts: 229
edited July 2019 in Feedback and Suggestions

Lets say, wake up was really messed up in previous update, it was bugged and affecting all types of actions. Everyone might seen people using it, cause it was worthy, but otherwise, its useless. (and it breaks the game, of course)

Wake up, that making accent for endgame isnt worth the slot, cause it affects only one action. There is no need of gate aura reading, cause everyone could see a bubble, that points at them. Revealing your aura is useless, unless... I cant imagine situation, while it could be useful. Just cant. And the gate opening speed... Those ~2 seconds ll not make a difference. Unless you are alone, and facing slow killer. Otherwise, it serves no purpos at all.

If it ll buff all actions speed (except running) on the same 15%, but only at the endgame, it may be worthy. Then itll be better.

Show your opinions, hate the disappearence of downvote button, etc

redacted - fixed some grammar stuff

Comments

  • Frozenscum
    Frozenscum Member Posts: 393

    There is no actions you can perform in the endgame when gens are done or hatch is closed, but gates opening.

    Well, you can still cleanse totems if there are any left or NOED is active, I dont mind if Wake Up will speed cleansing.

    You have Resilience and Spine Chill to fasten your vaulting speed, so no need to give another perk for speed that up.

    3 seconds is pretty much - it is almost 14 meters of distance Killer need to run towards you.

    There are a lot of perks that have minor impact on game, not only Wake Up.

  • Chocolate_Cosmos
    Chocolate_Cosmos Member Posts: 5,735

    Wake Up saved me or my team many times. While it's not a good perk, it's far away from being useless. You would be suprised how that 15% can decide if you get killed or not. I like this perk.

  • invira_zero
    invira_zero Member Posts: 229

    @Frozenscum Wake up is endgame perk. It ll stale the most of the match. In case of 1 v 1 its useless, unless you sync with killer movement, to open the gates more safely.

    In non 1v1 situation, there also other survivors, that may apply pressure on the gate.

    About resilence and spine chill, well, they are active for all the match length, and they cost 2 slots, while wake up, again, works only in endgame.

    About 3 seconds, i said that it might be useful against slow killers.

    On the last, i agree, there is a lot of useless perks, and they should do something.

    Like someone said, remove slot system, and add points instead, like in COD.

  • Milo
    Milo Member Posts: 7,383

    Im still waiting for a buff to make your aura be revealed whenever you're in the exit gate area (kinda like reversed Bloodwarden)

    Oh and increase the % to like 15/20/25 or even 20/25/30

  • prettyf
    prettyf Member Posts: 442

    wow very solid awesome idea there

    wakeup should effects totems too its still less than 2seconds of efficiency

  • slipttees
    slipttees Member Posts: 846
    edited July 2019

    Wakeup isn't for solo. So much so that it shows its aura to the other survivors.

    We need change in Left Behind rework to open exit gates 20/25/30% more faster.

  • Volfawott
    Volfawott Member Posts: 3,893


    @slipttees

    Then you run into an issue where the difficulty in opening and eggs again is typically when you're by yourself.

    While wake up is good for the information you have no control on whether you are the one that opens the exit gate or not.

    If you keep finding that somebody gets to the gates before you, honestly running leader is a lot better as you buff that person's gate opening speed a lot more than wake up does

    if anything is bathed to do with opening exit again it should simply Blbe retained to wake up it's way too situational to justify having it on another perk

  • slipttees
    slipttees Member Posts: 846
  • darktrix
    darktrix Member Posts: 1,790

    I would not say it is useless, but perhaps close to it. I like the aura of the exit switches - I sometimes lose track, especially while being chased when they popped.

    Still there are better choices. Wake-up with Resilience (and someone with leader nearby) would open gates really fast - if you were injured. If you are doing the EGC trying to stealth a gate, you could just open the gate for a few seconds before the light came on - wait for patrol to pass - then finish, and it would be just as effective as Wake-up while saving you a slot.

    But Wake-up could use more benefit - it is an end game perk with very niche use.

  • Volfawott
    Volfawott Member Posts: 3,893

    @slipttees

    My main point is exit Gate opening speed is such a niche thing that I don't feel like attaching it to two different perks is a good idea especially when the first perk it's attached to his already so situational at doing it's own job.

    Would be a lot more beneficial to just but wake up so it could do its job a lot better and find something more unique to be centred around left behind rather than having one perk that's situational and another perk that situational, both revolving around opening the gates faster

  • slipttees
    slipttees Member Posts: 846
    edited July 2019

    I see no problem in having two perks to open the exit gates.

    WakeUp you can see gates aura and other can see you aura while opening the gates 5/10/15% more faster. Ideal for Swf.

    Left Behind mayber you could see hatch aura 12meters and open exit gates 20/25/30% more faster. ideal for solo