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Has anyone got use out of Inner Focus specifically seeing others scratch marks?
I have been using it and I just do not see the advantage to this part of the perk am I using It wrong?
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roots of dread was such a flop chapter, all perks sucks, the only decent stuff was the new map, the survivor is ugly and the killer is boring to play
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I really liked the Dredge he is scary and Haddies default was really bad but her set is really pretty totally agree on the perks though
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I don't like her face, but love the killer and the map, even if it is an unbalanced mess.
As far as her perk goes, right now no. But once it goes live with the update I'll probably use it sightly more when playing solos. At base it doesn't sound useful, but having knowledge of where your teammates are heading in solos can be amazing information, without having to be hooked to get that information.
Mainly because in solos, people are worried about their micro gameplay, the stuff that affects themselves, and not their macro gameplay, what affects the match as a whole.
The amount of times I see solos lose simply due to a 3 gen situation is a lot. So if I can see their scratch marks across the map heading to a certain area or generator, I know where I need to go next in order to compete gens in a way to where we're not being 3 gen'd. I'll also be able to see if they're running certain tiles so that I can keep it in the back of my mind that they're probably using the resources in that area. It won't be the greatest thing but I think it'll have unique uses
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They fade so quickly though bond empathy are just better the aura part is cool just weak compared to others
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I have used it with Mettle of man and it helped a bit I guess but not reallym
I also used it with flashbang so that once the survivor was in the dying state I would be ready with It but it was still meh.
Unless they buff it by giving it unlimited aura reading range it will only have use with self preservation.
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Agreed I haven't used it with SP yet
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I have been using dissolution quite a lot. It's a strong perk, it's just that it does not work unless you play somewhat specifically.
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Yeah, never really got value. Don't really see the purpose in this perk when Bond, Empathy, Aftercare, and Blood Pact exist. Plus, this perk is actually made weaker if your teammates bring Lightweight or Lucky Break.
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Agree It should have been better thought out
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Right now is a worse version of Bond so there isnt much use to it, after the patch it may be a bit better since you can see scratch marks from across the map but I believe it will be very useless still.
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Agree just another useless dbd perk
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Some perks are pretty good, Overzealous wth the buff for example gives you an 8% increase gen repair time if you cleansed a dull totem or 16% if you cleansed a hex.
Obviously it doesn't go well with boons but it works well with other perks like Inner Strength / Inner Healing.
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I personally didn't like any of Haddies perks but Im sure the flashlight people loved residual manifest
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Overzealous is the worst perk right now and its probably going to be still very bad after the patch.
Lets use patch numbers since its going to get changed very soon
Cleansing a Totem takes 14 seconds and the perk will increase your gen speeds by 8% which means you put 1,08 charges instead of 1 when fixing, to make up for those 14 seconds you spent cleansing you have to fix roughly 180 charges of a gen (1,08*180=194,4 then 194,4-180=14,4 extra seconds now you broke even with the time it took cleansing) which is 2 whole gens of work and you must do it without getting hit since you lose the buff, if you cleanse a Hex you need 90 seconds of gen work without getting injured, this is less bad but Hexes are not something you see every game and usually the only ones you see are Ruin and maybe Undying, Ruin is getting nerfed after the patch which means its use is going to decrease quite a bit plus you actually need to be the one cleansing, other people can beat you to it.
Now this doesnt even take on account the time it takes to find a totem and then going back to a gen, this time can easily exceed more 20 seconds which then you have to repay by fixing gens, with a 8% increase every second you put to activate the perk needs 12,5 seconds of work to make up for it (6,25 if you find a hex) which means if it takes 10 seconds to find a totem, 14 to cleanse and 5 to go to a gen you will end with 29 seconds, 29*12.5=~360 seconds (4 gens of full work or 2 if you find a hex), you could have gone to a gen from the start and start fixing it.
Now, why do I believe this perk is the worst one for Survivors when stuff like Slippery Meat exists? because other really bad perks dont trick anyone, you can see how bad they are, noone falls for Slippery Meat, Buckle Up or Sole Survivor because everyone reads the effect and thinks "ok this is garbage" but this one can trick people who dont do the math into equiping it and then hindering the repair speeds.
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It's just a watered down version of Bond. So no.
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I'm sure it's got it's place. I'll try running it tonight to see if I can get any utility out of it.
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Nah, I disagree. Cleansing a hex totem is something that /someone/ has to do in a match. If the person cleansing the hex totem has Overzealous, then in addition to completing the required action for progressing the game, they also get a 16% repair bonus for some time.
Of course Overzealous won't actually decrease the amount of time you spend on gens + totems, that would be kind of ridiculous. However, it's actually very valuable to invest into your strength when you're safe so you can be stronger when it's dangerous. For example, if the killer has a strong 3-gen, it might be a good idea to go cleanse a totem on the other side of the map before charging in so that you can get more generator progress completed.
This is why Inner Strength is so strong. Even though it oftentimes takes more time than just using self-care, you can invest the 14 seconds of cleansing + the amount of time looking for a totem so that later, when time matters more, you only need to spend 8 seconds in a locker to heal a full health state.
Or Autodidact as well. It hinders you at the beginning, when the game is perhaps more lenient, but as the match goes on you slowly increase in strength until you're able to make powerful plays when they matter more.
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Its still a perk that doesnt really benefit you with a condtion which is hard to maintain (not getting hit) and thats too situational to actually give you any kind of benefit, most often than not you will end in situations where Overzealous actively hindered the objective progress and A LOT of them, I used Autodidact in the past and sometimes it actually harmed me (trying to pick someone up and getting the -30% skillcheck) but it wasnt the norm, usually it benefited the team in the long run (albeit not much), to start the game, having a hex, being you the one who actually finds it, going into a gen and then being able to maintain the health state for around 2 gens its not going to be something that happens enough to compensate for all the times you dont get a Hex or have to run around the entire map to find that hex (in that case Detectives+fixing your first is much faster, its what I use), if those conditions dont apply you shouldnt use the perk, even in your example if you want to bust a 3gen Stake Out or Prove Thyself are the better choices (sure you can stack Overzealous+Prove+Stake Out but you also need some survival perks too).
Its better than nothing? maybe, if you dont have any other perk and dont use it unless you happen to walk near a totem and cleanse it because you didnt have to go searching sure, its not harmful, if you actively try to get value out of it every game? forget it, its a self damaging perk.
Inner Strength value doesnt come from it saving time, it comes from finding a teammate is not always something you can easily do, you can get hit and not find a teammate for a long time or being unhooked and the Killer come back not allowing a heal, if Inner Strengh worked similarly but instead of using a locker for 8 seconds made the next heal from teammate like 8 seconds faster the perk wouldnt be that good because it voids its main strength, bypassing finding someone else (main reason you rarely see SWFs use Inner Strength, instead using Bothany or We'll Make It).
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No way, Dredge is awesome. Residual Manifest is cool and Darkness Revealed is cool. The rest of the perks are trash like you said though, unfortunately.
Also the map is mediocre. It looks good but I don't like how it plays.
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