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WGLF Change and How It Reflects David's Character

So, WGLF lost the blood point bonus. Fine, can get why they did it. That's cool and all that, but now it gives endurance to people you pick up with the prequesite that do perform an action that would have normally given it a stack.

So now, it's even better at countering slugging, which is good, but the thing is, it doesn't feel as fitting that way as one of David's perks. His perks are high risk-high reward, involving him putting himself in harm's way and having ways to pull himself and his team out of a tough situation.

Dead hard, as it were and will be, rewards good timing by allowing you to get yourself out of a tight spot. No Mither, for as much as it is a meme, acts as a buffer to prevent a 4 man slug, either forcing the killer to waste time hooking you and thus giving your team time to collect themselves, or you can pick yourself up, thus waste the time the killer spent chasing you, and then help your team as needed. WGLF, is simple anti-slug by letting getting people off the ground twice as fast as normal.

WGLF is better at it's job now, no doubt, but it giving the slugged survivor endurance doesn't feel right character wise for me. David is a protector, capable of fighting back and fights for the people who need protection.

In practice, I can only assume since we haven't had the chance to try the changes yet, once WGLF is activated and you pick up the person and give them endurance, you'll likely run away and the killer will likely still chase the survivor you just picked up. Running away doesn't sound very much like David.

What sounds more like David is staying and ensuring they're safe. Thus, my proposed change is that WGLF, instead of giving the picked up survivor endurance, it gives the user endurance. This encourages the user to stay and protect the picked up survivor, an act much more in line with David's character. I believe it should also keep the token system, using one whenever you pick someone up.

In this form, giving the user endurance, it doesn't compete with soul guard, and benefits killer in the sense that they're chasing two survivors at once. It still incentivizes altsuism just as much as current WGLF. It greatly rewards that altruism by being able to greatly help the team in risky moments such as near 4 man slugs or picking up when the killer is near.

As a side note, endurance would only be useful if injured or against 1 shots and the killer is close so it still plays into that risky nature of David's perks. That also makes it more in line with David's other perks. WGLF is still anti-slug like No Mither, and it grants the user endurance just like new Dead Hard.

I know this might be a bit nit picky, but it's the little things like this that let one get a better feel for a character. And I know that's not as needed for a character like David has two tome stories that flesh out his character very well, and balance is always an issue that must be kept in mind, but I just think it's nice if perks, especially those for the non-license survivors, maintain a design to them that reflects their character. So, that's my thoughts on WGLF. Let me know what you think, I'd love to hear it :)

Comments

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,432

    I tend to think the same.

    He is not an “empath” or “healer” IMO, he is a fighter. They could have done something more creative along the lines of what you suggested.

  • HOMOGRIMOIRE
    HOMOGRIMOIRE Member Posts: 47

    Yeah, totally. WGLF is good for showing that altruistic side of David, but it's new affect feels like it leans a bit too much into a healer/support role. His role with his perks is more comparable to a tank, taking hits and making space for the team. It's new effects is something I would expect Claudette or Yoichi to be able to do. David isn't a utility character like Dwight and most of his perks either. Still, it is nice to see WGLF buffed.