Passive exposed effects should not be shown to survivors until the killer makes use of them.

Bard
Bard Member Posts: 657

For the following "Exposed" effects, the current system is fine.

  • Tier 3 Myers
  • Ghostface Mark
  • Haunted Ground
  • Rancor
  • Make Your Choice
  • Iron Maiden

This is because, for all of these Exposed effects, there's a very obvious notification that "Hey, you're in deep #########".

For the following "Exposed" effects, you could argue either way.

  • Iridescent Coin
  • Redhead's Pinky Finger

This is because, while their signal isn't normally something that causes them to get instadowned, it is still a signal, and honestly it wouldn't really matter a ton either way since a survivor being exposed after getting hit with a bottle or sniped from a distance doesn't change their objective or their course of action; get away from clown, or avoid getting reeled.

For the remaining "Exposed" effects, the current system is not fine.

  • Hex: No One Escapes Death
  • Hex: Devour Hope

This is because these perks have a lot of their value derived from the fact that they are surprise oneshots, but they can both be given away so easily.

  • Killer M1's an already injured survivor? Gives a notification.
  • Killer uses a power like Demo's Shred to hit a survivor? Gives a notification.
  • Killer uses an M1 to down a healthy survivor who, in addition to NoED or DH, was already known to be afflicted by another exposed perk? Gives a notification.

Playing in such a way as to keep your Exposed perk a secret used to be a really cool thing before the status HUD came around, and it would only be cooler nowadays with the killers that have come around since this started happening.

Could you imagine Plague running Devour Hope, using her Broken status to hide Exposed, and then only revealing she had DH when she goes all Bird-Mama on some poor Meg?

I can already smell the Dorito-encrusted "Rank 1" survivors coming out of the woodwork to cry about how this would be a buff to NoED, but that doesn't change that this would be a better system.

Comments

  • Bard
    Bard Member Posts: 657

    You absolutely can buff them.

    This is nothing new. Both of these perks have already had this benefit in the past.

    It wasn't OP then, and it definitely wouldn't be OP now, since DH still never lasts long enough to do anything and NoED has only gotten worse.

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    Unless it broke recently and I missed the memo, M2 doesn't reveal Noed, only DH, but that's likely an oversight.

    As for the other two points and using your same line of reasoning from the earlier part of your OP, there's indeed a signal. You used your basic attack, that's when you reveal your perk. Also, that doesn't change the survivor objective to avoid your attacks.

  • mentalpopcorn
    mentalpopcorn Member Posts: 181

    "Just hide it until Mori"


    Let's go over the perks requirements. In order to Mori you need 5 tokens. For exposed it's 3. You'd need 2 more hooks without revealing you have the 3 tokens already, and you'd also need to be lucky that the survivors don't just find the hex because 90% of the time it's in an easy to spot location. So you need 2 more downs and hooks on already injured survivors AND you need to have good rng for totem location. I'm not going to agree or disagree with this buff they want on exposed, but what I do have to say is "just hiding the exposed" isn't THAT easy. It still thought from the killer.


    Devour hope is a hex. Not many people run it for that reason. It can be strong, but it's not that strong. More than half of your games you don't even get the exposed effect. Most of the games you do get the effect you down 1 survivor and they find the hex. It's so rare you actually are able to make any realistic use from this hex. To make it easier to hide that you're using it would be pretty fair, as is there's no reason to take it over so many other perks unless you're going for a very specific build on like demo

  • Wubalubadubdub03
    Wubalubadubdub03 Member Posts: 141

    Devour hope is a hit or miss with if it gets cleansed, but if it does make it to 3 tokens, it will probably make it to 5 too (if you hide it). And they dont just have to be injured, he also wants to be able to use shred and chainsaws and corrupt purge, making it very easy to hide, too easy.

  • Robotman200
    Robotman200 Member Posts: 49

    As a 50/50 player I honestly like this idea, I think it would help with immersion. Nothing swf can't play around either.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    I would like to argue against Devour Hope being hidden as it is a HEX perk, and it does require quite a lot of input on the killer's side, very much like Make Your Choice.

    The fact that it starts with 3 hooks is already a big deal, then we have to also account for the fact that you also have to run away a pretty decent distance from a hook that is really hard to accomplish on some maps such as The Game.


    Iridescent coin should still be fine with hiding it, as it does require a very rare requirement of shooting from a long range. Redhead's Pinky should show it, since the killer will be super close anyway. No point hiding it.

  • Bard
    Bard Member Posts: 657

    You don't signal you have DH when you basic attack.

    You signal it when you oneshot a survivor using DH.

    If you down somebody with the single, normal damage instance from a basic attack, that should in no way signal you have DH.

    If you down somebody with a Ghostface mark, it's the same #########.

  • Bard
    Bard Member Posts: 657

    ...you're saying you're arguing against Devour Hope being hidden, but all you've done is rattle off additional reasons why it should absolutely be hidden.

  • DCash
    DCash Member Posts: 170

    There is no debate to me, iri coin and pinky finger should not be hidden. They both can be tricky to pull off.

    Devour hope should also not be hidden. The perk is not about you getting to Mori everyone. Its also about the survivors getting to counterplay that. Running around off gens, scared...looking for the totem.... If they have no idea what's going on they miss out on the fun. That's why the devs designed these things the way they have. Giving survivors a bit of information gets the ball rolling. Zero information... Nothing happens, that's boring.

    As for noed, it's the same as devour, but worse. I gotta ask why do you need multiple stealth insta downs at the end of the game? How bad did you play that match? Noed is a crutch perk for killers who failed their objective and it should have some major drawbacks to it as you are being given a big power up for playing poorly.

    Your examples kinda confuse me. If I have noed or devour... why am I going after an injured person when I know it will notify the healthy ones? Why go for an injured person at all?? If I'm playing demo why would I shred, which can't insta down, when I could just m1 and get an insta down? Why am I stacking insta down perks on top of insta down abilities when I could be running an efficient build? I gotta be honest these all seem like killer mistakes to me rather than the perk needs a buff.

    Also before you say anything, sorry no Doritos here just a rank 1 killer.

  • mentalpopcorn
    mentalpopcorn Member Posts: 181

    I still see no problems with the expose status being hidden here. Why should the survivor have that information before at least one of them gets hit by it?


    I'd be perfectly fine with one survivor getting hit and then the mark going on everyone's screen. This could mean any hit including cp, shred, etc. The only way to hide it could be hitting someone if they're already injured, and with a m1 if you think that'd be more balanced. I think a variation of this would be a lot better than how it works now.


    Exposed with things like t3 Myers or ghost face should remain as is and notify them when they're exposed.


    The thing that really sucks with how theexposed status works is iron maiden. It's such a cool perk but it's so god damn useless for what it's designed to do because any decent survivor knows if they're exposed after leaving a locker it's probably that perk. That perk is so bad for the simple fact it gives the survivor its own counterplay thanks to the status hud

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    Maybe I should have said "you signal DH when you land a basic attack with at least 3 tokens". I thought that was kinda obvious from the context, but oh well. And since we're nitpicky, you don't need to down someone to signal the perk. They get the notification even if, for example, you hit someone who has the endurance status effect.

  • MeltingPenguins
    MeltingPenguins Member Posts: 3,742

    Compromise suggestion:

    More map items, especially add-ons that let you track totems.

  • Bard
    Bard Member Posts: 657

    You're just describing the problematic mechanic in question as if that brings up a point against the mechanic being problematic.

    It doesn't.

    This is a feature that can and should be changed.

    If nobody's gone down to NoED or DH yet, there's no reason survivors should be automatically informed of it.

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    No, I simply applied your own thought process to show there's not an issue with the mechanic.

  • Mringasa
    Mringasa Member Posts: 980

    I hate the spoonfeeding and handholding that has been implemented over the course of the years. When I first started playing, you had to pay attention to the other Survivor's icons to glean information about the Killer and the current state of the match. There's even a tip during the load screens that says specifically this. Now though, they just hand you every bit of information you need about what you are going against.

    This is one reason that Huntress' Lullaby is useless. It used to be great when there as no notification that it was in play. People had to notice that their skillchecks were off, then they'd go find it. Now though, POOF magic information dispensing and that thing is gone. Devour Hope lost a lot of its power as well when they put this trash in the game.

    New players should ask in post-game about things during a match that confused them. This is how a community comes together and helps the whole playerbase. It's how I learned the game when I first started playing and got OHKO'd by DH for the first time. A small tutorial or information page to let new players know there are OHKO Perks, Powers, and other effects, but that is all. The rest should be learned by doing, not by being spoonfed an overwhelming amount of information that completely negates any surprise the Killer has in store for the Survivors.

    ffs, it doesn't need to be Souls-like, but could we please have some of the challenge back, and the uncertainty? Just removing a lot of this handholding informationals would add a little fear back into what is supposed to be a horror game, not a daycare center.

  • PigMainClaudette
    PigMainClaudette Member Posts: 3,842

    It SHOULD be hidden is what I was saying. If it didn't come across that way, then my bad.

  • bunnibeetea
    bunnibeetea Member Posts: 72
    edited August 2020

    I've also noticed alot of survivors have been using "Inner Strength" for a quick heal, and I do too to be honest. It tackles the possibly of NOED and gives a free heal. Although, I miss the surprise element of NOED too, as back then when it activated everyone had a "bruh" moment and exited as soon as possible. It's still there, but not as fun for both sides IMO.


    Also, when Devour gives the Exposed notification, most survivors stop doing gens and begin to purely focus on the totem from what I've seen. Keeping the effect hidden would spice it up, and players who are alert or aren't playing alone will notice that they are exposed. I don't mind being moried if the killer played smart and earned it.


    Food for thought I guess