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

Thoughts on Fogwise?

I definitely have seen some concerns about it, mainly with how it could affect certain killers like Myers and Trapper, due to the perk not having a cooldown and a decent amount of time to see their aura. If the perk were to become popular in use, some of those killers would have to run perks like Fearmonger to counter it simply to get back any stealth or planning they had before.

But on the other end, there is a defense for it as it is based on the rng of you getting a skill check and then you being able to consistently hit great ones at that. Simply put it can be too unreliable to be a perk that becomes popular in use. Especially when it comes to SWF teams, as usually a perk like Fogwise isn't really needed if the group is on comms it isn't too hard to use communication to know where the killer is at almost all times.

So do you guys think the perk can be a bit too powerful if released as is and needs some sort of cooldown or requirement or do you think it won't be as bad as some claim and that no or very little changes should be made to it?

Comments

  • Laluzi
    Laluzi Member Posts: 6,225

    It's a solid survivor perk. I worry a little bit that it'll end up functioning like old OoO when it comes to SWFs, where one guy is just calling out the killer's location to the whole team at all times, but I wouldn't want to see the perk nerfed - a small cooldown after each aura sight is the most I'd be willing to weaken it by.

    Also, yeah, it's hard countered by Fearmonger. Wonder if we'll see a rise in popularity?

  • jesterkind
    jesterkind Member Posts: 7,879

    I'm inclined to let it hit live and see where it settles. I could definitely see it being particularly irritating when playing as the killers you mentioned, but at the same time, giving Fearmonger more value (+ blindness in general) isn't a terrible thing to happen. Sometimes perk diversity comes from counterpicks as much as it does buffs and nerfs.

    Honestly, I'll probably use it myself. I think it's actually going to be more useful for Solo-Q than SWF.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 6,948

    I think it’s easily one of the best killer aura reading perks survivors will have. Its limits are that you need to be on a gen and get great skillchecks, but as long as you do that, you get 6 seconds of the killer’s aura from any distance which is pretty nuts especially against setup killers. I think it needs some kind of additional restriction or at least shouldn’t last 6 seconds. If you have someone on gens who is good at skill checks and can constantly call out the killer's location that's kinda scary. But it seems very promising for solo queue as well.

  • Kirahie
    Kirahie Member Posts: 354

    Its object of obsession 2.0.


    And for those saying it's not a buff to swfs: it absolutely is. Removing human error from callouts is massive. It's insane how much value this perk gives.

  • Crowman
    Crowman Member Posts: 9,520

    It's a good perk that I think people are overreacting to.

    On paper if a survivor gets a skill check every 6 seconds they can have permanent aura reading of the killer. But that's such an unrealistic situation. The only real way to make the perk more reliable is with toolboxes, but toolboxes themselves drain pretty fast. You could run perks like Built to Last or Streetwise to extend the usage of your toolbox, but that's such a huge investment for a single perk.

    It also doesn't help you against blindness or undetectable

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171

    It's another perk like For The People or Blood Pact, weak to the point of being completely forgettable in the hands of solo queue (what good does knowing the Killer is on the other side of the map do you?) but pretty dangerous in the hands of a SWF.

    Combining this perk with comms, Hyperfocus, and a Toolbox to increase skillcheck chances and you can basically tell the entire team a Trapper's home address and bank account info at the start of the match while actively helping slam a gen.

    Unless the Trapper has Fearmonger, in which case you're just out a perk slot.

    You could theoretically nerf it for our setup Killers by letting the Killer know they're being observed via the HUD so they can know not to place Traps...

    ...but then Onryo, Spirit, and Wraith can counter it by cloaking/phasing whenever they see the icon.

    Maybe that'd be fine, but IDK.

    All-in-all, I personally think the perk would be better off being reworked into something solo players can actually make use of too.

    As is this perk will just sit in the dumpster with so many other Survivor perks most of the time.

  • Seraphor
    Seraphor Member Posts: 9,424

    I don't think it's too strong, and survivors are due a decent info perk.

    I could maybe see it getting some ramp up mechanic. Something like: after repairing a gen for 8 seconds...

  • Best info perk for survivors in the entire game bar Kindred. Great skill checks are reasonably common and easy to hit, and the return of 6 seconds of killer aura reading is crazy for something so dead simple. Combine it with Hyperfocus, which everybody and their dog seems to be running these days, and you’re going to get near-constant tabs on the killer.

  • Coffeecrashing
    Coffeecrashing Member Posts: 3,794

    Survivors can pretty much force a skill check with a toolbox, and a yellow rarity toolbox with a yellow rarity +charges addon can force a skill check many times.

    SWFs can get the most value, because they only need to force skill checks when none of them know where the killer is, and they can save their toolboxes otherwise.

    For SWFs, even when toolboxes aren’t being used, randomly knowing where the killer is becomes a lot more powerful when you can communicate that information to everyone else on your team. SWFs don’t always have vision of the killer, and fogwise can help fill those gaps.

  • GingerBeard
    GingerBeard Member Posts: 273

    I fine with it going live the way it is and seeing how it plays out before any changes are made. That said I do feel the duration could potentially be nerfed to three or four seconds.

  • dspaceman20
    dspaceman20 Member Posts: 4,699

    It's a fine perk that people are overreacting to. There are multiple counters to the perk and the perk is completely reliant on rng which means you won't always get use out of the perk.

    This perk is a soloq perk and doesn't effect swf that much.

    Almost any downside you put on the perk will make the perk will almost always make it terrible and not worth using.

    Just leave it alone

  • Ayodam
    Ayodam Member Posts: 3,158

    If it’s nerfed, that’s going to harm solo queue. I run with a SWF and guess what? We don’t run any aura perks. Yet somehow, we know where the killer is pretty much every second of the match. 🤷‍♀️

  • Carth
    Carth Member Posts: 1,182

    The people saying fogwise is fair and balanced would probably also say old Object was fair and balanced too.

  • H2H
    H2H Member Posts: 753

    One of the strongest perks in the game

  • Steakdabait
    Steakdabait Member Posts: 1,280

    Massively overrated. People who are comparing this perk to that 24/7 no requirement aura reading that was old OoO are simply wrong.

  • Volcz
    Volcz Member Posts: 1,185

    Its good information and tied to skill checks, its not constant and its not for an unlimited duration. If a survivor is using it, they likely swapped it in over another strong perk they were using before. And the only people who will get the most use out of it are the ones who never miss great skillchecks (ie pre nerfed ruin). A killer will also have to adapt or counter that.

    Its not incredibly strong and like others said, it does very little if anything for SWFs and it helps improve solo play a lot more. Good addition.

  • Nirgendwohin
    Nirgendwohin Member Posts: 1,251

    you can repair a gen without getting a single skill check. sure there are toolboxes but there is also franklins and a toolbox lasts how long? one, maybe two gens?

    also avoiding the killer all day long puts just more pressure on your team. thats ok when you are matched with good loopers but how often is this happen in soloQ?

    Personally, I don't think the perk will get meta but he will find his followers. kinda like empathy

  • Eelanos
    Eelanos Member Posts: 437

    For some reason I find Fearmonger in about 40% of my matches. I don't think it's going to make that much of a difference, but if it does, oh boy, it's gonna be annoying.

  • This content has been removed.
  • Nazzzak
    Nazzzak Member Posts: 5,707

    It's the only decent new survivor perk imo, and if i buy the new survivor it'll be for that. And even then I wouldn't be using it much because I usually only hit great skill checks by accident. But I wouldn't mind trying it. If there's a cooldown then I won't buy it because I don't think it'll be worth it.