Object is a problem
I'm only writing this as a response to the devs using the statistics as evidence that Object of Obsession is fine due to the low pick rate. They want a calm and civil explanation, so I'll give it.
Let's start with the obvious: it completely counters certain killers. Are you a Trapper? No, you're a stupid M1 man because the Object saw your traps and disarmed all of them. Tough luck. Hag? Your smaller Terror Radius makes it all the easier. Freddy? Congrats! 24/7 surveilance! Good luck chasing anyone but the Object if they're on coms.
And that's just it. Coms. There are things that would be fine in Solo matches that are not balanced with SWFs. Are you a Deathslinger who relies on the element of surprise? Well, too bad, the Object just warned his entire team who you are, where you're going, and they have a massive headstart if you go for them with your 110% movement speed?
A stealth killer perhaps? Well, you lost the element of Surprise since the Object knows which type of killer you are, they'll quickly learn if you're a Pig, narrowing it down to Myers, Ghosty, and Bing Bong (Wraith). Myers needs to stalk to get out of T1, Ghosty is literally only using 1/2 power if he doesn't stalk, and Bing Bong literally NEEDS the element of surprise since he has 0 chase tools. But even IF that wasn't a concern, the fact is, Object still lights up—it's basically premonition without a cooldown.
As I mentioned with Slinger, chasing after the Object is not the best idea. sounds like it is right—tunnel the Object and get rid of the problem. 1) that's very unhealthy and should not be encouraged. 2) The Object will SEE you coming! They have a massive head start to run to a very safe tile and forumlate 5 escape plans before they even hear the Terror Radius. Granted, this is assuming the Object is good but that's hardly an arguement.
The reason the pick rate for Object is so low is that it's supposed to have a big trade-off. You see the killer but they see you. As I said, in solo queues or even two-man SWFs, this is fine. The killer can ignore you and go after the others. With a 3/4-man with coms, it's everyone knowing where you are at all times while you only know where 1 is, and is likely the one who is the best at chase in the team a big warning of who you are and when you're coming. It's objectively unfair.
Now, I'm not smart enough to think of ideas of how to change it, but I know several others have like Otzdarva or many others on these very forums. All I want is for Object to be acknowledged as the game breaking perk it is when utilized by a competent team.
Comments
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For people who say "OBJECT OF OPSESSION IS NOT OVER POWERED, YOU'RE JUST BAD!! LOL!!!"
They're either:
A. Naïve
B. Not thinking about SWF or SWF w/ Communicational advantages
or C. They're the SWF's with coms that are trying to have their perk kept as the annoying and stupidly broken way it is.
That's just what I have to say.
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I believe one issue with OoO is that if you're not a skilled survivor and you use it, it probably will get you killed, hence their stats that show a lot of people die with it. If you are a skilled survivor though or in a decent group, you can use it to bully the killer like no other perk can. As you mention, it's particularly effective against certain killers, e.g. trapper, huntress, rendering them something of a laughing stock. It's also very effective on certain maps, e.g. midwich, where it allows you to avoid the killer for ages.
That said, in my (anecdotal) experience, most survivors aren't that good with it, and if I happen to be playing Oni then it's great being able to charge them as soon as I have my power up. The heavily skewed nature of the perk though (e.g. it's broken-good on very good survivors and decent SWF groups, but mediocre to a liability on everyone else) makes it hard to balance.
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It's hard to give the argument "well, they need to be good."
Yeah, and you needed to be good to be unbeatable with Old Nurse who was absolutely busted (hell, current Nurse is still busted in the right hands).
Object needs a complete rework. There is no way its current function can remain in a way that would be balanced.
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I think the main issue I have with OOO is there is literally no counterplay. Like, as flimsy as the argument is, just slugging the DS or not slugging the Unbreakable, soloing gens against Discordance or powering through Ruin Undying...they do technically all have counters. OOO you literally can do nothing against, it's on and you don't have any way to fight it. None. If the person running it is a potato then yeah, ez kill, but if they're good, that's one person you will never catch. If they're on comms, there is no winning the game from the beginning as long as the other survivors react to what the OOO is telling them.
It's a problematic perk for a number of reasons, but if there's one thing the devs have, occasionally, listened to, it's the idea of counterplay. OOO has none. You cannot counter it, you cannot prevent it, you cannot work around it. If things like Pop are considered too oppressive by the devs, when that has a perk counter now with Repressed Alliance, AND requires a hook to use at all, the always on, no way to stop it OOO is, by that very logic, too strong.
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Object is exhibit A of the balance issues swf can create , now we can't change swf realistically but things that swf break can be
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