The second iteration of 2v8 is now LIVE - find out more information here: https://forums.bhvr.com/dead-by-daylight/kb/articles/480-2v8-developer-update

I feel like Alert got buffed too much

I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

«1

Comments

  • Dreamnomad
    Dreamnomad Member Posts: 3,947

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.

  • This content has been removed.
  • connue
    connue Member Posts: 5

    okay, please explain why alert is now to powerful?

  • This content has been removed.
  • CoolAKn
    CoolAKn Member Posts: 677

    @connue said:
    okay, please explain why alert is now to powerful?

    People are disagreeing with the infinite range with all tiers. The only thing the original Alert was lacking was the range was too restrictive. Some are saying it only needed a slight range boost, which I agree, infinite range is a bit too good.

  • Terrortot
    Terrortot Member Posts: 423
    Old range was horrible.

    I would say a cooldown would make it feel more balanced, enough time that a killer could break a second pallet or gen before it activated again.

    Still not a sell for my survivor loadout though, i always thought the gen silence was interesting, maybe if that stopped regression of the failed check.

    Either way, its more relevant and not game breaking.
  • Global
    Global Member Posts: 770
    edited October 2018

    @Dreamnomad said:

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.

    So a perk that doesnt help the survivor know were the killer is and basically doesnt help the survivor running it at all is comparable to a perk that lets you see the killer werever they are? Yea sure....

  • This content has been removed.
  • DocFabron
    DocFabron Member Posts: 2,410
    I don't think its that bad. I plan on using it alot more now.
  • Terrortot
    Terrortot Member Posts: 423
    Global said:

    @Dreamnomad said:

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.

    So a perk that doesnt help the survivor know were the killer is and basically doesnt help the survivor running it at all is comparable to a perk that lets you see the killer werever they are? Yea sure....

    Thats exactly what empathy does... Tells you where the killer has been, who and where someone was hit, and if the killer is chasing them.  It is absolutely better than alert imo.
  • Kevvie
    Kevvie Member Posts: 175

    It's kind of like BBQ and Chili for survivor (aside from the lack of a BP bonus), the only ones I think it could help out potentially is solo survivors because those in SWF will already know where the killer is 90% of the time. I personally use empathy and find that more useful for killer location and to help heal my teammates. It's nice to give it more value but in the long run I don't think it will see a lot of overall play.

  • powerbats
    powerbats Member Posts: 7,068

    IT's fine since solo q will most likely be the ones to run it thus putting them on equal footing with swf which is what the devs want. That way is all survivors are pretty much equal then killers can be buffed to that balance without screwing over solo q.

    Again the only change i think that should be added is to make it like when someone screams during doctors madness. It only shows where it happened not the exact spot the person now is so pallet breaking would have a 1 second delay too.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467
    I think that Alert should have a cooldown. Other than that, it’s fine.
  • purebalance
    purebalance Member Posts: 661

    @Global said:

    @Dreamnomad said:

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.

    So a perk that doesnt help the survivor know were the killer is and basically doesnt help the survivor running it at all is comparable to a perk that lets you see the killer werever they are? Yea sure....

    ..... so you're saying they did their job. The perk was useless and is still situational at best now. Precisely the buff it needed. Now to nerf DS and people might vary their builds.

  • Khalednazari
    Khalednazari Member Posts: 1,433
    Alert was pretty useless, now without the cooldown, atleast it is appealing to use. I hope it stays as it is, since it's no DS. 
  • se05239
    se05239 Member Posts: 3,919

    @Khalednazari said:
    Alert was pretty useless, now without the cooldown, atleast it is appealing to use. I hope it stays as it is, since it's no DS. 

    It's basically a more safe but less potent OoO now. I still doubt it'd hit meta outside large SWF squads.

  • Khalednazari
    Khalednazari Member Posts: 1,433
    se05239 said:

    @Khalednazari said:
    Alert was pretty useless, now without the cooldown, atleast it is appealing to use. I hope it stays as it is, since it's no DS. 

    It's basically a more safe but less potent OoO now. I still doubt it'd hit meta outside large SWF squads.

    This perk is for solo players. SWF groups already have that kind of information about the killer's actions. 
  • Dustin
    Dustin Member Posts: 2,306

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Alert is one of the main perks I used as survivor and I can agree it just needed rescaling. T3 was the sweet spot where the perk was usable although T1 and T2 wasn't good at all. It was a good perk before and this change isn't going to necessarily make people use it either. I won't be using it anymore since what made the perk fun to use is now gone since it's so easy to use now. Easy being an understatement since you don't even need to be near the killer to use it now.

    I agree with your exact scaling suggestion honestly. For those who choose not to fully level it the perk would be decent but maxing it would still make the perk strong. The cooldown was fine at 30 seconds because if you're watching the killer perform break while they chase someone usually the chase last 30 seconds in between pallets anyways. To an extent the cooldown is redundant but what ever the change is live I expect it to stay the way it is now.

  • Dreamnomad
    Dreamnomad Member Posts: 3,947

    @Global said:

    @Dreamnomad said:

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.

    So a perk that doesnt help the survivor know were the killer is and basically doesnt help the survivor running it at all is comparable to a perk that lets you see the killer werever they are? Yea sure....

    You clearly have no idea what you are talking about. Like at all. If someone is injured then guess what? I KNOW WHERE THE KILLER IS! I can watch the entire chase as the injured survivor runs around. Not 5 seconds of the chase with a 45 second cooldown and a range of 48 meters. Survivors don't take empathy just to know where to heal survivors. The largest use is to gain knowledge to either assist another survivor or avoid the area where the killer obviously is.

  • Global
    Global Member Posts: 770

    @Dreamnomad said:

    @Global said:

    @Dreamnomad said:

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Fortunately for us all, you don't make the decisions around here. Can you really say it is a better perk than Empathy in terms of information provided? That already has infinite range, no cooldown, and no duration limitation. Pfft, 45 seconds.

    So a perk that doesnt help the survivor know were the killer is and basically doesnt help the survivor running it at all is comparable to a perk that lets you see the killer werever they are? Yea sure....

    You clearly have no idea what you are talking about. Like at all. If someone is injured then guess what? I KNOW WHERE THE KILLER IS! I can watch the entire chase as the injured survivor runs around. Not 5 seconds of the chase with a 45 second cooldown and a range of 48 meters. Survivors don't take empathy just to know where to heal survivors. The largest use is to gain knowledge to either assist another survivor or avoid the area where the killer obviously is.

    Watch someone run around in circles....yea thats what i think of when i want something to help me. Just because someone is injured and running doesnt mean they are in chase. What if that killer went away from the chase how will you know they did? Survivors heal, walk, croush, run in front of the killer even if they are in a chase so how will you know if they are actually being chased?

  • TheShowtime7
    TheShowtime7 Member Posts: 22
    Bitter murmur is too powerful also then. Damn you whiny little bitches always complain.
  • Soren
    Soren Member Posts: 369

    Alert is still inferior to Bond. Who cares about the killer chasing or pressuring on the other side of the map? What matters is when the killer is closer - hence Bond tells you if the killer is chasing near you or want to pressure the gens.

    You're overreacting. Alert is not even powerful.

  • MojoTheFabulous
    MojoTheFabulous Member Posts: 2,015

    I think it's fine as it is. Not too weak, not too strong. I'd say the best thing it does is let you know where Pallets have been broken.

  • Master
    Master Member Posts: 10,200

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Another perk that can be exploited by SWF. 1 perkslot but counts as 4

    Its a joke

  • DeadByFlashlight
    DeadByFlashlight Member Posts: 1,642

    One survivor uses a perk slots, all survivors within the SWF have its effect.

    Seems balanced, right?

  • Wolf74
    Wolf74 Member Posts: 2,959

    I already used the pre buff alert and was pretty satisfied with it, not it is fairly overpowered.
    It needed some slight buffs, but not this much.

  • Markness
    Markness Member Posts: 242

    I haven't seen a single survivor running that perk. So it's as OP as Deju Vu! Nerf dat.. now! Seriously though.. don't ask for nerfs if it hasn't ruined the game like how DS has. And, I am Killer main.

    I am just sick and tired of seeing sc/sb/ds/x every single game.. so having an another perk that isn't bad that shakes up the meta will be nice.

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    As someone who enjoyed the perk for those close generator kick hiding spots it has simply become way too good now. I play solo survivor and along with the obsession icon chase wiggle thing I literally have no fear since I'm always aware of who is being chased. I though the point they wanted to focus on was balancing SWF not making solo survivors just as good. Oh wait, I never thought that...

  • AChaoticKiller
    AChaoticKiller Member Posts: 3,104
    edited October 2018
    Wow its almost like i made a post about this before. Yes alert needed a buff but this is just stupid. Killer usually performs the break action 15 times a match enless its a quick game where survivors are dying left and right. Still this perk provides too much info on the killer. It ruins killers who stealth because you will now know where they are going if they kick a gen. It also will tell you whenever a chase happens because pallets. This perk also just makes OoO and Dark sense useless again because why reveal yourself or have 50 seconds of arua read MAX a match, when you can have over two minutes of arua read easily a match without having to for fill any requirement.
  • Nos37
    Nos37 Member Posts: 4,142

    Stop kicking gens. Problem solved.

    Why kick a gen anyway if it takes 4x longer to regress than progress?

  • darktrix
    darktrix Member Posts: 1,790

    Just don't break the pallet.

  • TheRealHansGruber
    TheRealHansGruber Member Posts: 204
    Alert is not top tier even now eith the infinite range and no cooldown. Would you rather have it or selfcare, or a sprintburst?
  • TigerKirby215
    TigerKirby215 Member Posts: 604

    I'm really interest about these Alert buffs as a whole. It's sorta a mid point between Bitter Murmur and Empathy. I still think Empathy is objectively better than Alert but I wonder if the more consistent notifications from Bitter outweigh the most activation chances of Alert.

  • Wolf74
    Wolf74 Member Posts: 2,959

    I think Alert is a solid 4th perk slot choice now..
    The top tier perks are still SC,SB,DS (BT), but the pool of 4th perks slots (UE, IW, Emp) has a new more than valid option..

  • F5arTheB5ard
    F5arTheB5ard Member Posts: 118
    As the spirit, if I kick a gen then immediately go into phase walk will survivors see me in phase walk? I'd like to hope not 
  • PigNRun
    PigNRun Member Posts: 2,428
    As the spirit, if I kick a gen then immediately go into phase walk will survivors see me in phase walk? I'd like to hope not 
    Aura perks show the husk's aura while phasing. 
  • alivebydeadight
    alivebydeadight Member Posts: 1,559

    @Salty_Pearl said:
    I don't think the infinite range was necessary, I did think it needed a range increase but not this much. I think it should've been 24/36/48 meters for 6 seconds and a cooldown of 45 seconds.

    Well i disagree and agree, make the meters you made without a cooldown would be good

  • Dreamnomad
    Dreamnomad Member Posts: 3,947

    @Global said:

    @Dreamnomad said:

    You clearly have no idea what you are talking about. Like at all. If someone is injured then guess what? I KNOW WHERE THE KILLER IS! I can watch the entire chase as the injured survivor runs around. Not 5 seconds of the chase with a 45 second cooldown and a range of 48 meters. Survivors don't take empathy just to know where to heal survivors. The largest use is to gain knowledge to either assist another survivor or avoid the area where the killer obviously is.

    Watch someone run around in circles....yea thats what i think of when i want something to help me. Just because someone is injured and running doesnt mean they are in chase. What if that killer went away from the chase how will you know they did? Survivors heal, walk, croush, run in front of the killer even if they are in a chase so how will you know if they are actually being chased?

    It really isn't that hard to tell when someone is in a chase. Have you ever actually used the perk or are you completely talking out your butt? When you see a survivor looping, dropping pallets, fast vaulting windows, etc, then they are in a chase. When you see them stop running and try to crouch or hide in a locker then the killer has lost line of sight and they are trying to hide. When you see them walk away they have most likely lost the killer.

    That is a ton of information provided to the player with Empathy. None of it with a cooldown, none of it with limited range, and none of it with a fixed duration. Where Alert is more useful is when the killer is out of a chase, kicking gens and stuff. But is it overpowered? I don't think so. If you are running Alert then you have to drop something. That something will have to come from a pool of strong perks already being run. Is it better than Self Care, Borrowed Time, one of the Exhaustion perks, Adrenaline, WGLF, Decisive Strike, Deliverance, or Unbreakable? Cause personally, I don't think it's something I'll run all the time.

  • Akuma
    Akuma Member Posts: 407

    it's one level with empathy
    just noobs will use it

    and thank god that you dont make any decisions ^^ Your idea is just crap. Alert is okay now, nothing more. Something for scared beginners

  • Visionmaker
    Visionmaker Member Posts: 2,051
    It's good but I still prefer Bond.
  • Salty_Pearl
    Salty_Pearl Member Posts: 1,367

    @TheShowtime7 said:
    Bitter murmur is too powerful also then. Damn you whiny little bitches always complain.

    I wasn't complaining about it, I don't think it's game breaking or OP but the buff is too much.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    Before patch, I refused to use Alert 3 because it was useless. Empathy and Object of obsession were way better. Now, I have actually put it in to a couple of my builds. Object of Obsession is still better, but Alert is now useable. Alert does not give me a picture of the killer whenever I want it. It is also very quick, so if I don't pay attention, I miss it. Unlike perks like NC, Chili, Murmur, Rancor, etc. I play all but Chili on various killers and those are much better than Alert. Much more useful for defeating stealth.

    All Alert is doing is to give a stealth assist to survivors. Considering the changes that impact aggressive gameplay, this just acts as a counter balance in order to give survivors better chances to evade with stealth.

  • Dreamnomad
    Dreamnomad Member Posts: 3,947

    I've used it post patch and my opinion of the perk is that it's okay. People saying that it is like Object of Obsession with no draw back are greatly overstating things. It is in the range of being a playable perk now which is a good thing. More variety in perks builds is always good. I sincerely doubt that it will take over games and see it on every survivor like Self Care.

    This thread reminds me a lot of when Calm Spirit got a buff. I remember multiple threads about how The Doctor will be utter trash and everyone and their dog will run Calm Spirit. Were those fears completely unfounded? Yep. Just like the killers posting in this thread. Your fears are unfounded. Try playing with the perk first.

  • DukeJukem
    DukeJukem Member Posts: 114

    survivors are getting nerfed to hell and i read a discussion like this.....alert? really? the ######### is wrong with u trash killers. u know bitter murmur is the exact same thing right? yea you didn't think about that did ya? idiots.

  • Zanfer
    Zanfer Member Posts: 647

    @ZombieGenesis said:
    The OP already explained why he thinks that it is OP. Try re-reading the original post.

    The OP said they don't think the range is necessary, but why is it not necessary is what people are asking

  • Malakir
    Malakir Member Posts: 799
    I just think more unused perks get vaiable for both sides better it is. I would love to see buffs like this more often, maybe for hope, slippery meat, monstrous shrine, totem placements etc

     What's wrong with that? More options are available are better it is. You can be more creative with builds instead of using only the most meta ones. I wish there are more changes like this for both sides soon
  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @Visionmaker said:
    It's good but I still prefer Bond.

    Yeah I enjoy the movies even if the plot gets lost at times.