Deliverance is bad
It only activates if you aren't first hook, and you unhook someone first. Prove me wrong.
Comments
-
That's literally how the perk works. How can anyone prove you wrong?
Renewal also has a similar activation, well it requires a heal not an unhook, but they typically coincide.
Neither are 'bad' perks though, just because they don't work 25% of the time if you don't take care to mitigate that chance. Though if you do play carefully at the start of the game and ensure you're not hooked first, you win.
There are a lot of perks that simply don't work X% of the time. Adrenaline for example, if you die before end game, but that's meta.
10 -
Being able to unhook yourself is a huge blow to the killer's pressure and can completely turn a game around when used right.
It's balanced by requiring you to safely unhook someone else first, otherwise everyone would run it.
15 -
SWF perk. Especially when combined with Reassurance.
3 -
I mean - You're right? That is what it's activation requirements are.
In the cases when it works, it can be pretty damn devastating to the killer's pressure. It's only issue is being inconsistent, but if you really don't wanna be first hook, hide the second you hear a heartbeat.
0 -
So just play safe. The point of deliverance is that once you have it you can play risky with no consequences. Completely denying hook pressure. And you can save yourself from basement bc basekit BT. Throw on an OTR and SB and you have adrenaline off hook.
1 -
Deliverance is one of the best perks in the entire game. Being able to self-unhook and being able to choose *when* you self-unhook during the first stage can complete change the game. If someone is consistently being found first or not getting Deliverance value, that's an issue with their positioning and game sense, not an issue with Deliverance.
Hooked in the basement? 1 for 1 them and use Deliverance to get yourself out of there.
Killer facecamping you? Let your team blast gens and unhook yourself at the last second. You should be pairing Deli with SB or Overcome+OTR to buy time for the inevitable tunnel after. The killer will throw the game for the camp at that point.
3 -
I agree, it straight up hard encourages tunneling, and the safe unhook requirement is hardly a requirement at all
Edit: Oops uhhh, are you saying it's bad strength wise? heck naw, I thought you meant bad for the game xd
Post edited by 1ettuce on1 -
How exactly are we supposed to prove you wrong when that's the perk description?
- Causes your next Self-Unhook attempt to always succeed.
- Causes the Broken
- Status Effect for 100/80/60 seconds after unhooking yourself.
Deliverance is not available during the second Hook Stage or if you are hooked as the last living Survivor in the Trial, regardless of your Hook Stage then.
Devs have said the reason why it doesn't work when you're the last survivor.
If you're wanting us to prove you wrong that deliverance is a bad perk than that is different. This perk gives you a 100% unhook chance, it should have some requirements.
2 -
A perk that is ALWAYS used in by comp teams is bad... Guess they didn't get the memo yet.
0 -
It is used in comp.
0 -
Yes listen to OP deliverance is bad, never run it *sweats nervously as a killer main*
8 -
Deliverance is the best perk if you want to guarantee that you're found and hooked first every time. I've even used Distortion to counter LP and I still get nabbed first a lot.
0 -
For everyone saying "its used in comp", there are many perks that are used in comp or are outright banned despite being widely regarded as niche and/or bad because of the different rulesets. It might as well be its own game
In the case of Deli, its still a very strong perk but it benefits SWF way more than Solo. Assuming you actually have a solo team that is competent, at least one of your teammates is going to come and attempt a rescue since they dont know what youre running. In that case its actually better to let them unhook (as long as theyre not being chased and the killer is far away) to not suffer from that 60 sec Broken.
1 -
And here lies the problem with survivor players in general.
You need to stop thinking about this as a 1v1 game, it is a 1v4 game. Survivors have 16 perks to work with, by nature they should be weaker than killer perks in general. On top of that, survivor perks being more situational is also fine, you shouldn't get guaranteed value out of every perk every single game, because your side has 16 to work with. You can give deliverance tons of value by making a build around it, but again, you are so stuck up on the: "If i don't get 100% perk value every single game i am mad about that" instead of deciding what role you want to play on your team and making a build around that.
Want to be a healer? Great, run some perks for that. Oh, did the killer end up chasing you around so you didn't get to do much healing? That's fine, that's how the game works. Maybe your teammate that was running a chase build should have tried to body block for you and pull the killer's attention to them.
2 -
Couldn't you say Unbreakable is bad since it requires you to be slugged? If the killer doesn't slug the perk doesn't do anything, yet I would argue it is one of the best perks in the game because when it does give value it is a game-changer.
Deli is the same thing as UB where the average isn't the best but the perk does something very valuable and can easily change the outcome of a game by itself.
0 -
Not only that, this perk itself was one of the big driving forces behind moving to a 1 perk per team standardized ruleset. It was typically a 2 perk ruleset, meaning a team could have 2 Deliverances, 2 BTs, etc. But the best killers in comp were having issues dealing with 2 Deliverances in a trial.
1 -
Exactly, its such a strong perk.
0 -
I'm kind of confused about this thread. @Im_not_toxic would you like to explain exactly what it is that you don't like about Deliverance?
2 -
I swear self-care is super strong. I run it every game in my survivor matches. *tries to suppress laughter*
3 -
It's an extremely effective perk when playing smart, even more so if the team is swf. Getting hooked first is a reflection of the player not the perks usefulness.
0 -
I mean, yes that's how the perk works so can't prove you wrong on that lol.
But the effect itself is extremely strong. SWF can pretty much guarantee it. Otherwise its just more unreliable, but still strong. You can play a little more unhook proactive if you want to increase your odds.
That's similar to saying unbreakable is weak because the killer might not slug. Not being able to use it every single match does not mean it's weak.
0 -
I’m kind of sick of hearing the whole “its 16 vs 4 perks” bs. That’s already balanced by killers having their powers + add-ons to rely on, their faster movement speed, and having the general power role in-game. All survivors can do to protect themselves is hide, run, or manage a stun or blind. Killer perks should not be designed to be stronger than survivor perks because of the asymmetrical nature - and they’re not; for the most part they’re balanced.
Perks like deliverance are fine, as you said, because you can’t be guaranteed value out of every perk and this is true of the killer as well.
0 -
Deliverance is bad on its own but busted with perks that help you avoid the first few hooks. Distortion comes to mind.
Deliverance is also busted with perks with help in chase, if you are good in chase or if you actively seek out chase at the right moment.
1 -
Deliverance is my favourite perk, I always use it to get hooked on purpose to give my teammates time to get to the gates then just unhook myself and leave right infront of the killer, or I use it to purposefully trade in basement then just leave basement and stop the snowball even in solo q.
0 -
I think they mean, they are displeased that if they are hooked first, bringing the perk seems it was for naught.
0 -
i think best use of deliverance is in end game. you unhook yourself with self-BT and walk out of exit gate. 9/10 killer will be salty and say the game is survivor sided because facecamping in end game did not work.
0 -
It's just very situational unless you have an entire build around it and, as said above in solo q people don't know you have it, so they'll be coming to save you which is better than having broken for 60 seconds.
0 -
Deliverance is one of the most powerful perk, at least for swf. Imaging a teammate doesnt have to spend 1min to run to hook and run back to Gen.
The bad part of the perk isnt the requirement, its that you are always be found first when equip the perk.
The last swf I had was 4 Clau, 2 of them had Deli and those 2 were the first on hook.
0 -
That's not BS, it is a fact of the game. The entire game is designed around the idea that is 1v4. If the game is setup such that a single survivor can be more powerful than the killer wholesale, it completely destroys the balance of the game, because now the 4 are stronger. The 4 should only be "Stronger" when they outplay and work well as a team vs the killer, not just by merely existing.
The problems with the game balance are survivors always talking about the game in a vacuum as a single player. But if survivors started acting like and playing and having these discussions with the idea that survivors as a team are a single unit, and that each individual survivor is a bigger part of the whole, these types of things would go much better.
1 -
It's super situational and highly restrictive. You don't even get to use the perk if you're the last one standing. I have never been in an "Oh, I wish I had Deliverance on" moment. It was better before last summer when it paired well with DS, especially at the endgame. Back then, I saw some good plays, such as someone rescuing you while getting camped and happily trading because of Deliverance.
0 -
I don’t deny that this a team-based game… my point is that the whole 16 perks vs 4 perks is already balanced by the aforementioned killer advantages built into the game and thus is not an argument for why survivors can’t have advantages through perks or add ons that are just as strong as a killers. You can’t look at the game entirely as a 4vs1 either… there are times when as a survivor you have to know when to be selfish, and you can never predict how a stranger is going to play. The general rule of thumb is that if you’re playing solo queue you’re on your own until you know better. Sometimes you have to be regardless unless it’s strategically advantageous to help a teammate. Personally, I don’t play that way in my solo queue games but you do have to look at it that way.. it’s like a horror movie… sticking together will most likely boost your chances of survival but you can’t always risk your own survival for another when it isn’t strategically plausible. I’m always the guy that will sacrifice himself if it means a teammate has a good chance of making it out but often people will sacrifice others for their own survival. You have to be able to balance survivor perks between both what is good for the individual and their teammates.
0 -
That's like saying Unbreakable is bad just because you didn't get a Killer that slugged you for long enough to use it. Just the thought that you might use it scares Killers enough to not leave someone grounded for too long, it's that good and can completely turn games around. Same story with Deliverance.
1 -
It's especially busted when paired with no mither *snickers evily*
2 -
Deliverance is strong. The only reason it's balanced is because it has a strict activation requirement AND a penalty after using it. Being able to unhook yourself can be extremely damaging to the killer's pressure.
0 -
I think Deliverance should have a 2nd effect
In case you don't activate the perk at the first hook, when you are on 2nd hook, teammates will unhook you 50% faster
There you go, at least the perk won't be a total waste if you get found first or another teammate snatches your save.
0 -
I think it's overrated not only for the reason's you stated but mainly cause your solo queue teammates don't know you have it and rather than staying on the gens they'll immediately come to unhook you giving you little value.Can be good in swf's though.
0 -
I don't think it's bad by any means, but it's always struck me as odd that if a full team were to bring this perk, at least on person is guaranteed to not get any use out of it.
0