Object of Obsession Fix

Here are my proposed changes:

1) OoO has a 5 second use when looking in the killers direction. After which it goes on a cooldown for 100/80/60 seconds (depending on tier of the perk). The ranges would stay the same as they currently are.

2) It cannot be used within the opening sequence for a survivor when the match begins. Has a 5 second timer at start of match before perk becomes active.

3) It has no use on killers in stealth mode. (cloaked Wraith, crouched Pig, night shrouded Ghost Face, tier 1 Myers) [debatably new Freddy when he is in an undetectable range].

I feel like these are rather reasonable given how strong this perk can be when used by a survivor who knows how to work the perk in their favor. I'm open to further suggestions and ideas on how to inprove the state of this perk.

Comments

  • thedevalex
    thedevalex Member Posts: 283

    I agree with 2 and 3. The killer most of the time sees my aura in the loading animation when you spawn in which is annoying.

    In response to 1), that's way too much of a nerf. It already has the significant downside of the killer being able to see you

  • BloodMoneyMerc
    BloodMoneyMerc Member Posts: 477

    @thedevalex the problem is it's unlimited use and strength against no TR killers. In a SWF, somone with OoO can just always inform their team of the killer's position. With no TR killers, it can be used at such a close range to negate mindgame potential/stealthy gameplay for the killer. To solve both of these issues, it seems best to just put it on a cooldown and restricted use time.

  • Milo
    Milo Member Posts: 7,383

    @BloodMoneyMerc But they agreed with you about point 3 ... isn't that a strong thing already?

  • thedevalex
    thedevalex Member Posts: 283

    Like I said, I agree with point 3, for no TR killers. If point 3 exists then there's no need for cooldown.

  • Acromio
    Acromio Member Posts: 1,737

    In a world where pallet-looping exists, that's not enough of a downside.

  • prettyf
    prettyf Member Posts: 442

    its risky enough to use

    do you think if this perk is free everyone likes it?

  • BloodMoneyMerc
    BloodMoneyMerc Member Posts: 477

    Yeah point 3 helps the stealth killers, but I'm also thinking about its unlimited use against unstealthy killers. The perk then becomes a simple tracking tool for SWFs when the OoO is not in killer TR. The downside of also being revealed doesn't seem like much when a majority of SWF survivors just go on to loop the killer. The cooldown I gave might be a bit harsh now looking at it, but I stand by my point that a cooldown should be in place to limit its unlimited use.

  • Jdsgames
    Jdsgames Member Posts: 1,109

    Point 3 is the only thing needed.

  • lostkq
    lostkq Member Posts: 162

    point 3 isnt needed considering i mainly use object in solo queue because teammates wont do gens if they hear a heart beat, but here comes all the upvotes from killers because every thing a survivor says is them wanting to be more powerfull then killers

  • ASpazNamedSteve
    ASpazNamedSteve Member Posts: 1,784

    I only agree with point 3. The perk is very strong for communication in SWF, and I think it is genuinely unfair when a group like that faces a stealth killer. Still think it's too strong of a counter in solo, but I think it's much worse in groups specifically.

    There's nothing that makes me want to play stealth killers less than having games vs OoO as them.