OK, here I go again: Object of Obsession needs a rework
So I just played a match of Myers without any gen defence or powerful addons so I could a daily and kick some generators the tome challenge. I went in fully expecting to get no kills but I was happy just to complete my objectives and enjoy some chases.
I load in and have to deal with and Object of Obsession duo with exhaustion perks running the new serum addons on beefy medkits. So I went from having a match I was happy to lose to a match I couldn't chase half the team without a generator being finished by the time I get a single down.
Long story short. They all escaped and I was robbed of any kind of fun for the entire match because I couldn't do any of my personal objectives and had OoO watching me at all times.
I was told by the survivors in post-game that I was "entitled" for saying OoO in it's current state is just an anti-fun perk and that I don't deserve to enjoy any of my chases no matter how I play Killer.
"I'm just running OoO because I don't have any other perks"... Sure... I bet he fact you were in a duo had nothing to do with it.
Seems like these kind of players are becoming more and more common (sometimes in full 4 player SwF) and it's really starting to irk me that these players are actively trying to stop people enjoying the game with a tool the game itself provides.
I honestly couldn't care less about "winning" 90% of the time but when you go up against these players, that feel like they are entitled to rob you of your enjoyment of the match for their own pleasure and then expect you not to say what they did was at least a little rude and selfish. What can you do?
I have never used an ebony mori, I never camp, I never tunnel, I avoid busted addons and perks and I try to prioritise fun for the people I'm playing against (Hell, I even avoid crutch perks when I play survivor). Over everything else, I try to let my ability to chase use my power effectively do the heavy lifting because I know how horrible & unfair Killers can be to their Survivors.
Maybe this is stupid bias to have because I'm finding more and more survivors that are just as horrible to their Killers. There are so many things about this game that could be improved but this old survivor perk from 2016 is a tool consistently used by these players to mitigate the fun for their opposition and nothing else, I think it should be a priority as much as fixing the ebony mori and iridescent head, personally speaking (Both of which haven't been changed since 2017).
TLDR: How do you guys think a reworked Object of Obsession would function? Am I just not seeing why OoO is already a fun perk and a vital addition to the game in it's current state? Should I just give up trying to play nice and ruin the game for everyone I play with? (Seems that's what a lot of other people are doing already)
Comments
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You kinda lost me here... How did them having OoO prevent you from kicking gens for your tome?
And tbf - you kinda said it yourself: "without any gen defence or powerful addons"... Were the survivors supposed to handicap themselves when they telepathically determined that you didnt bring meta perks and addons?
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"We need to bring crutch perks because killers bring OP addons and perks!"
"Why should we not play sweaty just because the killer doesn't have OP perks and addons?"
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So I could still kick gens, for sure, but as soon as I kicked a generator the survivor that was working on it would have sprint bursted away knowing that I was approaching the generator in advance. They would then wait for me to leave and get straight back on gen and as long as the two of them were working on the 2 farthest generators I couldn't really do anything about it.
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Object is easily the most anti-fun perk we have. Not only that, it´s the strongest asset a SWF can bring hands down. I´ll take 4DS+4UB over 2 Objects (or even 1) any day of the week.
It´s the best information perk in the game. Strong vs every Killer and destroys some of them completely while having no meaningful downside whatsoever.
A rework should either include heavy limitations in usability, for example 5 second reveal then 60 seconds CD, or tremendously increase the downside. To compensate for it´s outrageous power, the user should be moriable without hooks.
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Putting the OoO topic aside.
This is true though? Why should I feel bad for bringing strong things when the killer doesn't give a bleep about bringing strong things of their own? It's a two way road.
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I wasn't expecting survivors to handicap themselves, that would be a VERY entitled but even if you get the most boriing meta combo of 4 DS + Unbreakable (which I fully expect at this point) you can still chase people and eventually get downs, that combo doesn't affect me much unless people use it aggressively (as I don't camp or tunnel) If I stopped them completing one generator I would lose another and if I committed to a chase I would lose 2 generators to get a single down. It was just silly imo
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No, it doesn't need a rework.
It needs to be removed from the game and replaced with a completely different perk.
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This is why I chose to say rework. In my mind, 'rework' implies that the perk is completely changed and doesn't just receive a 'rebalance' which would just change some numeric values.
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Because Killer perks reward success while survivor perks reward failiure?
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They just confirmed in the stream that Object will not get changed. Our suggestions and complaints in this regard are worthless to them, so save yourselves the trouble to strive for change.
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Close the discussions they said object won’t be nerfed so we shall wait or start something
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Anyone that brings OoO into a game I am a killer in better be a god looper cause I catch them once they are camped out of the game. I will take the loss.
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You are too kind, sir, I prefer letting them bleed out on the ground much more.
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according to devs due to ooo users having such low escape rate they have no reason to nerf it. In their eyes its as balanced as self care :)
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But in their same statistics nurse is at the bottom "oh thats just because shes hard to play" its funnt because OoO is kinda like nurse op in the right hands (a swf 4 man) but they cant draw the comparison on their own and were supposed to trust them with gamebalance.
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Because in particular circumstances OoO can actually be a dangerous handicap to the survivor. Undetectable and Blindness can make an OoO user very vulnerable.
Of course these are tools most killers balk at, and don’t like to use.
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We know. But at this point, the devs are more likely to nerf Monstrous Shrine before touching OoO.
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LOL ok bye.
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That type of logic doesn’t fit their narrative. Kind of like putting kill rates up without the disclaimer that their matchmaking is utter nonsense
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It's an objective fact, and I can prove it.
Killer perks first:
- PGTW: requires you to hook a survivor
- STBFL: Requires you to succesfully hit and chase survivors 8 times to reach full potency
- Dying Light: requires hooks
- Devour: requires hooks AND forbids camping
- MYC: Requires hooks and forbids camping
- Thana: requires succesful hits
- Sloppy: requires succesful M1 hits
- Ruin: requires you to pressure survivors off of gens
- BBQ: requires a hook, and discourages camping by not showing nearby survivors
- Blood Warden: requires you to down and hook survivors while the gate is open, and only is a death sentence if you time it very well
- NOED is the only outlier I can think of, and it requires M1 hits
Survivor perks, by comparison:
- DS:get downed, hooked, then downed AGAIN
- Dead Hard: lose a chase and get injured
- Unbreakable: get downed
- Balanced Landing: just fall from a height
- Sprint Burst:Literally no requisite
- Lithe: hop through a window
- OoO: literally no downside if you can loop well
- Borrowed Time: literally requires an unsafe rescue
- Adrenaline: one of only 3 perks that require success/skill(all gens being done)
- Deliverance: requires a safe unhook, also rewards success
- Head On: requires being able to plan ahead to avoid just getting yoinked, rewards skill
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I didn't need an explanation because I was responding to your notion that somehow survivors bring 'crutch' perks when the killer does the same thing.
Like, somehow survivors are wrong for bringing strong things but killers get a 'pass'. It's the most biased response I have ever heard, which is why I think it's absurd.
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Nice strawman you have there. I never claimed Killers have the right to bring strong addons regardless of survivor teams. I only pointed out that survivors are hypocrites. I never claimed killers didn't have kits that are op.
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I'm very confused on why you think I'm "crying" about rules in this situation. These are all rules I set for myself, not for any of the people I play against. To expect even a single one of those things from any other player is extremely entitled. The only thing I expect from the other players is simply not attempting to outright ruin the game for me and make my experience a complete misery.
Focusing on the primary goal of ruining the fun which a game provides for other people "is lame", in my humble opinion.
They can play however they want, they can click flashlights as much as they want, they can teabag as much as they want. It doesn't bother me as long as I can chase people, get a couple hits and play some fun mind games. I don't usually consider 4 escapes a loss if I had fun.
The point I'm trying to make is that Object of Obsession stops this from ever happening. The match is usually over before I can even attempt to enjoy it and there is minimum of one survivor that knows your every move and action unless you are trying to tunnel them (which I never do).
For 20 of the 21 Killers in the game, you won't have tier 1 to give you the tiniest morsel of information at the very beginning of the match so for all but one killer, only the survivor is gaining any useful information from the perk. That being said, Myers in tier 1 (without scratched mirror) is basically the weakest killer in the game. Unless you are in a position to get a lucky hit or an even luckier gen grab, you need to be out of tier 1 as fast as possible. The longer you stay in tier 1, the better it is for survivors, you can't commit to chase and it's going to be a while before you can pop tier 3. The OoO will already knows you are playing Myers as their perk is not lighting up no matter where they look. This means (at least) one person on the map will be alert and much harder to stalk. Worse case scenario, they are in a team and now multiple survivors are now harder to stalk. The information you do gain ends up being almost worthless in comparison to the information the person using OoO is gaining from the same situation.
The only way OoO would be useful to you is if you were using the scratched mirror... So one specific addon on one specific Killer can counter this perk that constantly feeds the survivor(s) information about exactly what you are doing and where you are going no matter what killer you are playing.
Just saying "run the perk, it's fun" doesn't really tell me why it's fun. I'm guess it's something to do with the power it provides to a single survivor with relatively low drawbacks and the information relay possibilities it provides when playing in a team (I won't lie, as a concept the perk is quite interesting despite how unfair it currently is). I'd really love to know why you think it is fun but in my mind, looking at everything about the perk, the kind of players that use it and my personal experience of seeing it used from both sides (as I play both sides pretty much equally), I can't see any reason to use it unless you just don't want your killer to enjoy their match, which is just plain selfish.
Please do reply, I'm actually really interested to hear more.
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This is what you said about survivors, which is what I originally responded to:
That to me shows bias. Why? Because killers do it too. Bring a Key? Oh gotta bring a mori. Suspect swf? Bring an Ebony. Etc etc. One could go on.
I never said you claimed that killers have a right to bring whatever... I said that your comments (meaning your quoted comments) reek of this notion that survivors are somehow suppose to give the killer a break when they don't even know who they are facing and under what conditions.
Do you know how many times survivors have brought 'fun' builds and killers have brought all meta perks? Plenty of times.
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A little bit confusing to follow this part of thread but I think I understand where both of you are coming from, for the most part.
Unfortunately there are always going to be players on both sides that are always going to sweat, bring the most powerful meta perks and treat the other side as "the enemy" rather than just other players.
The more of the game I play the more I'm realising that the only people that really suffer in this deadlock are the newer players or people that are just trying to enjoy the game, goofing around with a couple buddies, experimenting with off-meta perks and builds and just trying to improve their skills in either role without the need of being to told you did well by the world's jankiest ranking system.
For some people the best way to deal with this problem is also bring the most powerful things they can, hope for the best but expect the worse from their opponents. Others choose to continue as normal and try to ignore all the negativity the cycle thrives on.
I think majority of people just stop playing and they might be better for it tbh
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Agreed. You only really need to play both sides to understand each side.
The game will always suffer from how heavily RNG-based it is. Because you could bring (as you said) an off meta build on either side, but be met with the most meta builds out there. Not to mention maps might not help your case because you might get one that has set ups that are very survivor-sided unless you get lucky and don't.
I think for me some of the biggest factors that are to blame, are built-in mechanics. Take Camping for example. There is very little survivors can do without the right perks... I say this as someone who has died plenty of times saving that one person who didn't even get to play the game. Because the moment the killer saw there was no obsession they were there to tunnel many times. So while I am not saying all survivors do this, some are just tired of being camped to that extent. So for me they would have to re-work some of these built in mechanics where survivors have more options outside of perks and then perks can get adjusted/nerfed/changed accordingly. This would open up more build options and break the meta if even a little. Until then, this is where we are in this game.
PS. For the record I don't like OoO, not because of what it does, but because there is really no risk factor in most interactions between the killer and the survivor. In many ways you could say it serves it's purpose, but it really comes down to the type of killer you are facing. If it's someone who can't get there in seconds (Hillbilly, Spirit, Nurse) It takes away the danger that is suppose to come with the perk IMO.
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Too bad us camping and tunneling then out of the game to have a proper game has caused them to think because of the very low escape rates it’s not an issue. So guess we have to let the object swf bully so it gets changed?
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I enjoy playing the game how I choose and reasonable conversation about what and how the game could be made better. What's so wrong about that?
Just because you might not care anymore it doesn't mean other people have to stop to caring as well.
If your so tired of "balance talks" why even bother posting on this thread? You have had absolutely nothing meaningful to add to the conversion. The basic structure of what you have said in both posts is:
*One thing you think* -> It's your problem -> OoO is not a problem -> it's fun for me (No explanation anywhere)
Objection of Obsession, when used "correctly", is not a handicap. The survivor has complete control over the single drawback of the perk and the perk doesn't even activate until you are out of the direct danger which is paired with the terror radius of the killer. If you don't want the killer to know where you are, you can look at the edge of the map and wait for the terror radius before you start looking around for the killer again. But honestly most of the time you don't have to care, you can watch the killer wander slowly wander over to you and until their aura disappears and until that moment, you are safe.
In the overwhelming majority of situations when you can see the Killer, the Killer can rarely do anything to capitalise on the information of being able to see you. When playing efficiently, this means the survivor will only ever be in two states. Doing generators because the killer is on the other side of the map trying to deal with other survivors OR being tunnelled by the Killer because they can't leave someone with that much information alive for very long if they want any chance in stopping the generators.
I'm not even going to bother explaining why no mither is a completely different perk. I've already wasted enough of my time on something I don't think you're going to bother reading and/or thinking about.
Trying to "chill out and enjoy fun things" is exactly why I'm here discussing this perk because, without fail, every game I load into with an Object of Obsession present is impossible to enjoy the game because this badly implemented perk is abused by people that seem to think that ruining other people's fun is their kind of fun.
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