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Let's have an honest discussion about these Generator Visibility Perks that no one uses
Perk balance and variety is one of the weakest areas in DBD for a long time. Some of the recent additions to the perk roster have me worried that things aren't moving in the right direction. For focused discussion, let's limit the scope to survivor perks that reveal the location of generators.
We have these perks:
Deja Vu: (default perk)
The Auras of 3 Generators in closest proximity to each other are revealed to you for 30/45/60 seconds, at the start of the Trial and each time a Generator is completed.
Detective's Hunch: (Tapp)
After a Generator is completed, the Auras of Generators, Chests, and Totems within 32/48/64 metres are revealed to you for 10 seconds.
Visionary: (Felix - Upcoming DLC)
You see the Aura of Generators within 32 metres. Anytime a Generator is completed, Visionary is on cool-down for 20/18/16 seconds.
A few points to make:
1). I probably don't need to write a paragraph to make people understand how these don't come remotely close to competing with sprint burst, dead hard, unbreakable, decisive strike, self care, etc.
2). If these are meant to be training wheel perks for new players, why are some of them teachable perks? By the time someone has unlocked teachables, they probably know how to find generators.
3). Is it really necessary that we have 3 perks that do almost the exact same thing? You could combine these three effects in some form and most people still wouldn't run it.
4). Behavior Interactive is losing out on potential sales here. Many people buy DLC for the teachables. Uninspiring rehashes of the same things we already have (and underpowered too) doesn't sell copies.
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Imagine if we had a combined perk like in the following picture to really help out new players who were rank 20:
Make this unlocked in the bloodweb for level 1 survivors at the start, and it will help with the problem of new players losing every game because they don't do generators. Highlighting them is a big reminder that they need to be done and aura reading assists in helping new players learn the maps--especially confusing indoor maps. Even if you are a veteran who has the maps memorized, this perk would still have niche use against heavy totem builds.
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As a bonus, here is a list of example images of what could possibly replace these old perks but still being themed according to their names. (consider this a wishlist; there are infinitely many ways to balance perks). I'm going for really whacky effects here that vary the gameplay experience:
Dwight mains rejoice. With a lot of luck, you might be able to confuse the killer about which side the map you are on. Maybe you will get that 1/1000th chance of a lucky head-on appearing in a greatest plays/fails montage.
Highly situational, but might lead to some funny moments that save allies in a chase or let you escape. Still a good perk to have if you want to stock up on flashlights.
Very difficult to utilize, but can be potentially useful for flashlight saves or juking the killer in a very chaotic chase.
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Thoughts?
Comments
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Agree on all 4 of your points.
Visionary is the laziest attempt at any form of possible effort that could have been put forth by devs to create a decent perk. Preposterously appalling.
Like the perk ideas, I’d only alter/ add to them slightly, such as:
DeJaVu: I’d lessen the necessary time in locker a bit, and make it possible to choose the locker survivor exits from, since randomly exiting from a locker in the general vicinity of the one entered isn’t as perky.
Detective’s Hunch: Scratches stay visible for 7/8/9 seconds
Your Visionary concept is pretty good, and Beginner’s Luck is EXACTLY what devs should have done
The perks could be renamed to better suit their new functions.
...also, Behaviour should consider hiring you as a creativity consultant or sth.
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For Deja Vu, I was just wary and erring on the side of caution because I still have PTSD as a killer main from how problematic the initial release of Mettle of Man was as a 2nd chance perk. But you are probably right that the time to activate might be too high as I had originally listed.
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I use Detectives Hunch. Great for hex countering.
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Generators are not hard to find... AT ALL. I wish they were. I think if Generators were more difficult to locate and access, and Totems even MORE so, a lot more of the Perks would be worth their weight, and the Gen-Rush would sort itself out.
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Detectives hunch is a great perk, need to find totems, want to loot a chest, you're on Midwich and you have no idea where the gens are. Detective's Hunch is right for you.
To top it off, grab a map with a crystal bead. Now your entire team knows where that stuff is too.
Deja vu helps you stop from 3 genning yourself if you always do a highlighted gen next.
Felix's perk seems questionable, but we'll see
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I just think one of those perks ( Visionnary ) should actually work like Surveillance but for Survivor.
Like get to see the auras of any regressing generator for x amount of time, and see it in x color when it stops regressing for x amount of time.
Work for 1/2/3 generators at the same time.
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Detective's Hunch is fine in its current state because of its massive radius and the fact it highlights much more than generators. Combining Deja Vu with Visionary would be good though, just make sure the 3 revealed generators that are closest to each other are a different color than the ones revealed by just your proximity to them.
Visionary is a complete joke at the moment. I honestly can not believe that Behavior looked at the concept for the perk and thought "Wow, this would be a nice perk to have locked behind a paywall! I'm sure all the new players this perk is clearly designed for will buy the DLC and play Felix! It may be too powerful though, so let's slap a cooldown on it so that people can't use the perk when they need it most!"
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I want this deja vu... just imagine the highlight moment of teleporting to the locker than huntress is just going to refresh her hatchets at...
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Yeah, if it showed gen progress then it would at least have a focus.
Deja Vu = Breaking up tight groups of gens
Hunch = Locating Totems and traps, among other things
Visionary = Locating nearby gens and making an informed choice which one to work on.
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