http://dbd.game/killswitch
Object of Obsession is Horrible
3x In a Row i played with Tryhard Survivors with this sh*t Troll Perk.
It's not fun for me and the Survivors abused the Perk for trolls and not as information Perk.
Btw she have Dead Hard, DS, Unbreakable, Borrowed Time and many more second chance Perks.
Isn't it a little too much of a good thing?
Comments
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Everyone with enough DBD experience knows object is a SWFs strongest asset that isn´t comms. There are a few Killers that Object will be a detriment to have against (god tier Nurses/Spirits/Ghostfaces) but pretty much every other Killer will be utterly destroyed by an object team, given said team is at least decently good at the game. Exceptions being 5k+ hours Killer mains facing non-tournament level survivors with object.
As someone who "mains" Trapper, I have a very distinct opinion on object and people that use the perk. It´s very upsetting to know that the chief of balance thinks a 4man with Object against Trapper can be dealt with by ignoring it, and that the impossibility to use Trappers power to any reasonable capacity is just a "perception problem".
I won´t repeat the shockingly long list of uncounterable benefits object provides, they have been posted before plenty of times. Never have I seen a good argument as to why Object in its current, extremely overpowered form should remain unchanged. In my book, this perk is way more of a problem than keys ever were.
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When I face someone with object in happy because I have free aura information all the time
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You haven't experienced the true power of Object then. When used correctly it can be a nightmare for killer.
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But it has a low survival rate! So clearly, it's okay!
Object is such a unfun perk, that enforces tunneling most of the time. I don't know how they defend such an Anti-Fun perk because "it has a low survival rate."
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Ethan said Object of Obsession is a good perk.
I believe him.
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Stats don't lie, just like hips. And Clown is underrated.
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A good Idea would be to give this Perk a Cooldown.
For example every 40 seconds you can see the Killer for ... seconds and not permanent.
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I'd argue it has a lower survival rate because of the perceived need on the killers part to tunnel or get destroyed. I think better metrics for measuring how strong it is is to see the entire teams survival rate with x amount of OoO's. If only 1 person is dying and it's the OoO that makes plenty of sense and still backs up the narrative that it's incredibly OP. If the entire team is dead... then it is a perceived issue but I think we all know it's not....
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That could still be problematic too.
What if the number of adept Lauries with baby teams is greater than the number of SWFs on comms? And those SWFs with OoO don't have a 100% Escape rate.
Again, OoO would look like it wasn't a problem - I mean, everyone died the majority of games, so clearly OoO is still a perception problem, right?
This is the reason they need to talk to their Fog Whisperers about balance decisions.
Obviously don't treat their word like gospel, but, like, they have people that they can talk to with thousands of hours of experience with both the community and the game at high levels of play.
But, for some reason, instead of talking to them, they just ignore them.
Like, why!? You have resources available to you BHVR! Use them, please.
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I don't recall ever having seen a good list of valid and proven arguments. Do you have any links to such threads or even better a link to such posts that contain a "shockingly long list of uncounterable benefits object provides".
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I suggest you use the search function. Should work better via a search engine, though, the forum search isn´t exactly the greatest. And no, I´m kinda too busy to do this research for you.
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That's true. And yeah it's a problem PvP games have had since the dawn of time and will probably have when they end. We can always hope though right?
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Yea.
And overall, BHVR does do a pretty good job balancing (IMO).
It's just that, like, they'll still make the most obvious mistakes. Like the original Mother's Helpers, or thinking OoO is fine, or giving Victor zero way to counter Lockers.
I get that people make mistakes, and that the devs are not all going to be or want to be masters of their own game - but it's disheartening to see them repeatedly make mistakes they could have avoided making.
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