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OoO balancing suggestion

Exerath1992
Exerath1992 Member Posts: 1,035
edited October 2020 in Feedback and Suggestions

I think what should happen is when a surv has OoO equipped, they get blindness while performing any action and for 5 seconds after. That way, if SWF really want to have someone always calling out the killer, they can't multitask. That slows down their ability to do gens, bones and heal. Plus it makes it where its not so OP during a chase because you lose it for 5 seconds after vaulting, palleting and exiting lockers.

Post edited by Gay Myers (Luzi) on

Comments

  • Exerath1992
    Exerath1992 Member Posts: 1,035
    edited October 2020

    And maybe getting blindness may be too much of a nerf, because it also would affect them seeing team mates and nerf other aura reading skills. It may be better if OoO simply turns off while interacting with anything and doesn't turn on for 5 seconds afterwards.

  • MusicNerd_TC
    MusicNerd_TC Member Posts: 3,099
    edited October 2020

    Thanks for tagging me. This would make the perk significantly more fun to play against, and more fair, because survivors would have to choose between god-like information without progressing the game, or the ability to progress the game without having the perk activate.

    I'd really like to see the devs look into this suggestion and test them out, or at least hear their thoughts on this change. I disagree with it deactivating after vaults though, since most killers won't get affected by it during a chase.

    @Almo @Peanits

  • OniWantsYourMacaroni
    OniWantsYourMacaroni Member Posts: 5,944

    Thanks for the tag :)

    Like i said in the other thread,your general idea of the OoO chamge sounds really great

    Choose between getting crucial information about the position of the killer or progressing the game.

  • Pipefish
    Pipefish Member Posts: 331

    I say leave OoO as is but make it so killing the OoO causes a 25% to all action speeds for all remaining survivors and have the OoO get 50% boost in altruistic actions as the old dying light and OoO balanced each other out!

  • TheClownIsKing
    TheClownIsKing Member Posts: 6,278

    It’s such a great idea. Especially when using a gen aura to block your own is OoO is currently at it’s most powerful.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    @Gay Myers (Luzi) how did you edit my post?

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    I'm much more in favor of having it apply an action speed penalty of 15% and a movement speed penalty of 6% whenever OoO is active than any Blindness effect.

    I think the goal should be to discourage obsessive OoO use rather than prevent it, like how the Billy changes should have been done (i.e. not at all because that dynamic already existed).

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    Well the movement speed penalty would just straight up prevent them from being able to look play the killer during chase, which is key to looping. So that would make it completely useless. The repair speed debuff isnt a terrible idea, but 15% is just like an extra 20 seconds per gen, they don't have any real danger or urgency because they can see the killer approach, and it doesn't address the issue of them hiding their own aura behind the gen aura.

    Basically, that idea neuters them in a chase too much, and doesn't deter them feeding info to teammates, which is the whole point of it needing a change. I still think having OoO only in effect when they're not performing an interaction is a more fair balance.

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559
    edited October 2020

    OoO only activates when outside of the killer's terror radius and looking in the killer's direction. Things like Spine Chill only have the action speed increase and the skill check modifiers when active, so I'm not sure why you would assume OoO would work differently...

    That specific change was for preventing any excessive abuse of OoO on Midwich (because survivors can just run in circles without using OoO). Edit: It just generally reduces the distance gain from users of OoO immediately running in the right direction when they see the killer approaching.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    Hmmmm. I didn't know about the TR aspect. I have definately seen it proc when close, but maybe I had tinkerer go off at that time or something

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    yeah, OoO only light up when the survivor can't hear the terror radius and is within the max range. It's why you can't see the auras of killers in chase unless you're oblivious or something. It also lights up when the killer is undetectable, but you can't see the aura then.

  • Exerath1992
    Exerath1992 Member Posts: 1,035

    Hmmmm. I don't use anything that gives oblivious, but I've definately seen the obsessions aura during the chase when OoO is the only thing that would cause that. Does the OoO only work one way with undetectable? (Killer can see obsession but they can't see killer)

  • Kind_Lemon
    Kind_Lemon Member Posts: 2,559

    yes, OoO still lights up with Undetectable (outside of TR), but since Undetectable hides auras, it's a one-way thing. Therefore, it also still serves as a way to detect where a tier I Myers is lurking or any killer using Undetectable even if the red stain doesn't show around loops.

  • Szarman
    Szarman Member Posts: 247

    I like the idea but instead of applying blindness, I would make that OoO deactivates when doing actions like repairing, clensing totems etc. So you will still be able to see people on the hook or use the aura related perks when doing actions. :)