Suggestion to balance Windows of oportunities
First of all, I think most of us agree this perk is unbalanced and it is affecting negatively the game. My intention is not destroy the perk, but limit its use. My suggestion:
Begin the match with 4 tokens.
Each time you start a chase, windows of opportunities allows you to see all windows and pallets 24 meters from you during 16/20/24 seconds, and one token is consumed.
What do you think?
Comments
-
It's fine. It doesn't make gens go faster. It doesn't heal faster. It doesn't increase movement speed. All it does is expose how busted the maps are. Let's work on that first.
17 -
I think it's a really annoying perk, and you can almost always tell when someone is running it...idk that it needs to be fixed or altered though. Pallets eventually run out...though God loop window tiles, still exist..I guess you gotta just know when to drop chase or mind game.
2 -
The perk is fine. It's great for new player learning maps, it's good for solos who cannot know which pallets have been dropped/broken, and it doesn't significantly give those on comms an advantage either.
And as others have pointed out, it has no direct effect on gens or healing, which are the hot topics these days. In skilled hands it may extend a chase a bit longer but the average survs cannot take full advantage of it, and they are most of the players.
It is certainly not overpowered.
6 -
The perk has had its current effect for nearly 2 years and now it needs nerfing? We gotta stop this trend of nerfing perks because people like using it.
2 -
It's the most used perk on this game, this means a lot... It's a surprise there are people who thinks it's fine, but with that rate of use I should've expect it.
1 -
Would rather them just fix the maps rather than nerfing a aura perk honestly. I legit never ended a game and thought about how op WoO is but I have thought about how dumb certain setups are.
9 -
I think WoO is fine, despite how very useful and powerful the information is, and how new user friendly it can be. If anything, it is a perk that highlights the inconsistent and imbalance of maps, and how easy it is to pair loops and plan cleaner and more amazing chase escape plans more consistently.
Map Balancing needs to be a priority first if you want indirectly Nerf WoO just enough.
0 -
That doesn't mean anything. You don't Just randomly nerf stuff because people like it. That's poor game balance. You have to look at the context to determine whether or not something needs to be changed.
3 -
It doesn't need anything.
It's effect is not oppressive towards killer. It's just kinda QoL perk, similar to Bond.
Both of those help soloQ a lot, why the hell would you nerf it?
6 -
Uhh no, I don’t think most people would agree with you. WOO doesn’t magically make survivors good.
2 -
The perk is completely fine as it is, it's usually used by solo q players so they know what their team mates have used. It does not give the survivors any benefit over the killer knowledge wise. Complaining about WOO would be like complaining about ZT for killers, it's just unserious. The reason killers don't run ZT is because they don't need that info, solo survivors do.
1 -
It means the map is laughably broken and people want to get the value from it.
0 -
noOooo bOnD is OP bEcAusE iT aLlowS fRee iNfiNite hEaLs bY shOwiNg wHeRe yOuR tEaM iS
0 -
2
-
WoO isn't what is unbalanced.
Maps are the problem.
3 -
Excuse me, how am I going to answer you? The perk makes the game and all the location of the pallets easier for you, when I am a more experienced player, a 7-year-old player, I have learned all the maps and I play solo, when I play with randoms there are times when I have I have to go to the hook because I can't find pallets due to my teammates, and in these cases I prefer not to put on the perk and go to the hook to give the killer some advantage.
The perk right now gives bad players a lot of advantage and makes chases more durable, I don't see it as fair for many killers.
0 -
Windows is the most used perk in the game because it's in a good spot and provides useful effects at every level of play. If you're new, knowing just to run towards the yellow can help you last a few seconds longer in chase, and if you're not new, knowing where pallets have been dropped allows you to play around that information - info that you would have were you in a 4 man SWF, same as perks like Kindred, Bond, or the secondary effect of Circle of Healing.
Fundamentally, it's fine. It doesn't turn a 1hour survivor into a 10,000 hour looper, it just turns them into a 1 hour survivor that isn't necessarily running at a dead zone. And ultimately, I don't see a reason to touch it beyond "a lot of players use it", which is far from a good reason to nerf an aspect of the game.
4 -
Most killers never cares about bad players, they won't lose against it, it will be a problem if this makes good players even gooder, but as long as it only helps bad players, it doesn't matter.
Same goes for dejavu, it doesn't really help that much for no life SWFs, so this is fine even though it tremendously helps weaker side of solo q.
0 -
"First of all, I think most of us agree this perk is unbalanced and it is affecting negatively the game."
Lmfao are people actually saying Windows is op???? It's literally a waste of a perk slot I don't get it like as killer I WANT people to use it, literally all it does is make survivors not run into dead zones which is healthy like this perk is NOT broken lmao
0 -
Nobody says that WoO is OP, only you
The perk is ok, is not op, stop asking for nerf just because you don't like it
0 -
The perk isn't the problem it's the maps.
It's not that WoO led you to 6 connected tiles/pallets, it's that the map spawned that in to begin with.
You could do this without WoO, it just makes it easier. Especially for your average player who doesn't plan routes ahead of time.
2 -
The perk is fine as is. It helps both new and solo players. All it does is show fault locations.
3 -
This perk should be nerfed because maps currently are a problem. The idea of “BHVR could just fix all the maps” is unrealistic, and this perk should be nerfed now.
0 -
Jolt is the most used killer perk rn, by your logic, it needs to get nerfed too right?
0 -
But it makes bad survivors less bad and good survivors insane.
1 -
This means that you don't want to get better at a game and only target the bad survivors and want them to stay bad so you can win.
0 -
"most of us agree" - I don't think a lot of people are agreeing to that tho.
It's oversued, sure. But it has little competition and provides a mix of utility and QoL that is in no way busted. It's vital QoL if not playing as a full swf cause it warns you of deadzones that have been created during previous chases. It's QoL for newbs cause they don't know window/pallet spawns. It's QoL for people in swf and with experience cause they don't have to 100% focus on every aspect of the game and can just chat with their friends while playing without being screwed the second the killer shows up. - It's utility because it gives you valuable infor on where you should or shouldn't go - provided you can make use of that info.
If there's an issue with WoO it's not an issue with WoO but with map design. Near infinites / extraordinary strong tiles/loops won't go away with WoO nerfed, it's just that the gap between experienced and inexperienced players as well as swf and solo/duos will widen even more.
---- Personally I run it in SoloQ to know if and if so where the others have created deadzones and I run it in swf so that I can have a chat with friends while playing.
1 -
Part of me kinda wonders if it should just go back to its old version where it goes on cooldown after vaulting.
0 -
And you completely misunderstood my point.
0