Is there any chance Undying WON'T be nerfed?
I say this as a person who plays 100% killer, all the time (mainly Bubba).
I'm not a great killer. Before this combo I was using pop + corrupt on Bubba, and I would get destroyed by red ranks (0-1K), average a 2K on purple ranks, and do 3-4K on green and above.
With Ruin + Undying, I utterly annihilate purple ranks (green and above are usually lucky to finish 1-2 generators) and am doing much better on reds (I've even gotten a 4K on rank 3-4 types, but 1-2 are still difficult).
Even compared to the other meta setup (pop and corrupt), this is a completely new ballgame. The last game I decided to tunnel a looper that annoyed me. 2 BTs, 1 DS, 2 Deadhards, and about 4 minutes later, I killed them- but gens only went from 4 to 3.
This is so utterly powerful I was surprised it wasn't hotfixed now, or in the mid-chapter update at least. I predict both of the following nerfs:
(a) The aura reading goes away entirely, and
(b) if undying goes down, re-lit totems are extinguished as well.
As a killer, I could live with both of that and honestly I'd probably still run it.
Comments
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I just want the aura readin gone. At the very least remove it from dull totems.
The perks entire point is to protect a different hex. It already does that by ensuring you can't remove the hex in less than 2 cleanses.
It doesn't ALSO need to do all the work for you by showing any time people are trying to cleanse it, AND ON TOP OF THAT, show you people trying to counterplay the perk by cleansing dulls before going for hexes.
It just covers too many bases. It protects them in multiple ways as well as countering the only possible counterplay outside of being SWF so you cna coordinate doing multiple totems across the map at once. The perk is just hell for solo players, and you can't just leave Ruin up when you're solo because then all of your teammates just let gens regress to 0, or the killer hides something else like Devour behind the combo.
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A) is probably the only part of the perk that is arguably powerful enough for a nerf - 6s aura reveal every time someone gets within 2m of a totem as long as the hex is up is a lot of random information - even more than just revealing them if they started cleansing for 6s. It's not going to save you from every situation but its a perk that does more than other comparable perks making it almost negate it's downside of being a breakable Hex as long as you are attentive and a bit lucky.
B) Extinguishing all re-lit/transferred totems when it breaks would relegate it back into seeing limited to almost no use since it already has anti-synergy with Hex: Devour Hope and Hex: Huntress's Lullby due to the stacks being reset. It's a strong combo but I've actually been enjoying having more objectives to play for even while playing solo queue survivor and bringing more anti-totem perks that saw less value before.
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You can run Distortion and cleanse 3 totems without having the aura read. I'm not sure why people aren't doing this.
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Most likely they will just keep the aura reading for when survivors actually do the totem if they do nerf the perk. Being able to see survivors across the whole map because they spawn near a totem as well as free wall hacks near every totem is incredibly fun as killer but is also a very stupid concept. But hey, Object of Obsession is still a thing so maybe they won't nerf it. They did nerf compound 21 though.
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Change it to those that are cleansing totems and the problem should be fixed. They can still be obscured by objects like Generators or other survivor Auras.
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“(b) if undying goes down, re-lit totems are extinguished as well.”
Please tell me you didn’t get this from Otz. I’ve been worried that people would parrot his awful suggestion.
This would render the perk completely worthless. Its already RNG based and for me it goes first 9/10 times away, if not then its Ruin -> undying -> Ruin, so with this suggestion the few times undying works would be taken away as well.
Undying is fine and even healthy for the game and the only perk that makes totems worth running. Nobody runs totems otherwise because they mostly disappear within the first minute.
Lets just look at how totem perks work and interact with Undying first of all...
Totems that require tokens gained
Devour Hope - Does nothing at the start if the trial. Requires the killer to gain tokens before it takes effect, upon being cleansed all tokens are reset.
Huntress Lullaby - Requires tokens for an increased difficulty in skillchecks. Technically applies the 6% at the start of the trial but nobody is missing skillchecks without any lullaby tokens gained. Upon being cleansed all tokens are reset.
Third Seal - Does nothing at the start of a trial. The killer must gain tokens by hitting survivors individually and applying blindness. Once cleansed the tokens are reset.
Totems that lose tokens
Thrill of the hunt - Increases cleansing speed of totems. However this gets weaker the less totems there are. If this gets cleansed and respawns it will come back weaker everytime.
Totems that don’t activate until cleansed
Retribution - Sits there and does very little (oblivious on dull) until it’s cleansed. Once cleansed you have your aura revealed for 10 seconds.
Haunted Grounds - Does nothing throughout the trial until it is cleansed.
Other totems
NOED - Nobody is gonna say this is a good perk but you got the entire trial to find and take out Undying before you ever need to worry about it respawning this. Thats plenty of time.
Ruin - Active from the very start of the trial until the moment it is taken out of the game. Does not require any tokens to gain full strength. Does not lose strength with cleansing. Does not require an activation.
So based on all that I ask you is the problem really with Undying? Or is it with Ruin?
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