http://dbd.game/killswitch
The WORST part of Visionary + Open Handed (and why hatch is still vital)
First it’s relevant I start with what’s best about Visionary & Open Handed, as like Bond the best and most frustrating thing is often one and the same thing.
I can go to the most central part of the map, to start working on the most central gen there is, pan my camera and pretty much see every other single gen from that point, except when on the largest maps if they’ve spawned gens in the absolute furthest corners. This includes spotting any obvious 3 gen or 4 gen placement that will be really strong for the killer if they’re not dealt with before late game, and so in those instances leave the central gen to go work on one of those instead.
Knowledge like this in solo queue is AMAZING. That is of course if I actually get the opportunity to do something about it instead of bad luck, and constantly chased by the killer. Or in the case of my last match against Nemesis, constantly harassed by Zombies near any of these gens it’s vital to repair ASAP.
So I was on Blood Lodge. Nemesis is on me straight away because of Lethal Pursuer. Luckily I was near shack, and being the beginning Nemesis is still in T1. For some reason he turns his attention to someone else so I make my way to the centre of the map. I jump on a gen then I could immediately see this very concerning, strong 4 gen set up around (and including) the lodge. A hill in front of the lodge, and 2 double T wall loops almost immediately either side of the lodge. I knew how important it was to get rid of the gen at the hill and the lodge ASAP.
Of course this is where the Zombies decide to patrol, so attempts to get this done was a nightmare. To make matters worse if I wasn’t in a chase with Nemesis (which was a lot), 1 of the other 3 survivors kept leading their chases to the area, eventually going down, and Nemesis is using pop on one of the gens I keep trying to get finished. Outside of a chase I’m just spinning my wheels.
And THEN, with how often if end up in a chase I just kept getting this growing sense of impending doom. Gen pops. Nope, not one of the strong 4 gens. Another pops. Nope, still not one of those 4, despite leading Nemesis as far away as possible so one of them can be safely repaired.
Finally the hill gen pops while I’m chased. Hooray. 2 repairs left: the 3 gens in/near the lodge, and 1 at the absolute furthest distance possible from there within the map. I’m still being chased at this point. I’m at 1 hook, a Nea is dead, and Kate & Jeff are on death hook.
I lead Nemesis as far away from the lodge as possible, hoping and praying that one the lodge gens pop. Nope. Jeff buggers us all by popping the furthest gen. I get hooked, Nemesis chases Jeff, Kate saves me, we rush to try and finish the last gen. Jeff leads Nemesis back to the gens AGAIN!!! And there are STILL Zombies to contend with every time we’re trying to repair. Not exclusive/relevant to strictly Visionary, but I passionately HATE when a survivor keeps the killer at a 3 gen set up. It’s infuriating when others don’t try to lead the killer as far away as possible when we’re 3 gen’d.
Anyway, there was absolutely no winning at that point. Jeff eventually dies, Nemesis quickly turned his attention to Kate on an entirely different gen than I was on, knew she was going to get downed and hooked well before I could finish my repair. I knew where the hatch was and waited because really what else could I do at that point.
Despite my best, hardest efforts, and knowing EXACTLY what needed to be done in order to help the team best, yet being in circumstances that prevented me from completing that critical goal, the hatch becomes vital.
There needs to be that slight sliver of hope of escape for solos, because solos being in these circumstances because of the OTHER survivors happens very frequently.
Comments
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So your saying those 2 perks are worth taking in the game if you wanna work on pipping solo Q. (I'm not I'm just wondering if its worth bringing instead of other great perks)
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They’re fantastic. Can plan, and it helps during chases to avoid running towards gens that still need repairing.
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It’s bad enough the team 3 gens us despite my best efforts to stop that occurring. But when chases are kept around those gens?!?!?! Drives me mental.
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I use Open Handed + Visionary + Bond + Kindred on one of my survivor builds; I like it.
It'd be nice if Open Handed also let you share your aura-reading abilities with other nearby survivors and would last 15s after separating. It would fit the name of the perk well, too.
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One of my survivors has an anti 3-gen build:
- Deja Vu (Visionary could also work)
- Stakeout (since the middle gens are often critical, you'll likely be in or near the killer's TR as they chase/patrol)
- Technician (to reduce the odds of the killer dropping chase to push me off the gen; could be swapped for Better Together to either draw in other survivors for aid or (hopefully) deter survivors from leading the killer to the gen)
- Repressed Alliance (to help with Pop and gen-regression, while letting the others know that the gen is there and needs attention while you're chased off)
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I should probably add Repressed Alliance into my builds with how often another kites the killer onto me while I’m repairing.
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I mean I'm not trying to be a dick here but once you play a decent amount, you already know where Gens spawn, so the perk is fairly useless... unless it's a new map or The Game.
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It’s not useless. As I summarise over and over again, I can identify 3 gen or 4 gen set ups immediately, and if I get spun around forgetting which gens other survivors have popped, I can use Visionary during a chase to know where I shouldn’t lead the killer.
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What actually happens is the killer shows up before the three can finish the first gen they spawned on, and then two survivors are downed and another injured in the first minute. Then it turns into a hook divebombing match to farm as many points as possible before hopefully getting the hatch.
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