Windows of Opportunity with these awful maps and their pallets feels terrible to play as Killer.
Your maps already have 50 pallets everywhere, on maps like The Game it is such a complete chore to play thanks to this perk.
Either stop spamming pallets everywhere or lower the range to 16 meters, it feels ridiculous that Survivors can see half of the map and its 50 pallets 24/7.
Comments
-
I think it's funny that I can always tell when someone is running Windows because they just autopilot from yellow aura to yellow aura.
A better fix to Windows though would be to bring back the cooldown. The auras disappear for 20s any time you drop a pallet or vault. That way you still get the benefits of the perk but you have to use some skill by remembering where the pallets are and planning a route to use them well.
17 -
I'm just sick of Survivors having a 24/7 wallhacks enabled to every safety net in the game.
11 -
WoO isn’t the problem. Bad map design is. Can we please not nerf viable solo queue perks just because of a whole separate issue that WoO enhances a tiny bit?
20 -
The exact same thing could happen if WoO wasn't even in play, why is the perk getting blamed for poor map design?
9 -
I don't know why but the idea that someone would need WoO to find pallets on The Game is hilarious to me. That's probably the map with the most fixed pallet locations and funnier still is that's not even that bad of a map for killer.
As a side note pallets aren't a big deal in all honesty. At this stage of my time with DBD I'm convinced vaults determine how painful a map is but that might be a different conversation.
2 -
It is super funny, I was chasing a Kate on the Chapple Map as Legion we were out in the open and she seemed pretty lost, the next thing I know she just out of nowhere veers left towards a pallet that I didn't even see, drops it on my head then bee-lines straight for a vault that I ended up catching her on. I said to myself, "I bet she had Windows", low and behold in the post-game lobby I see that she and one other person had Windows equipped. So easy to tell, especially when they use it to shift+W from tile to tile. Whether or not it works just comes down to map/game knowledge.
5 -
THANK YOU. As somebody who consistently plays killer at a moderately high level (low iri ranks; usually rank one before I took a long break) I would much rather see 4 WoO than anything else because that means one less perk slot being used for MFT, Deli, Unbreakable, DS, etc.
The maps need changed, not one of the few perks that are actually beneficial to new players.
4 -
“Let’s just completely remove pallets so an already overpowered killer can get a 4K even though they literally have better aura reading perks than survivors, move .6m more than them, and let’s not forget all of the 30 killers that have way better ways to catch survivors than looping pallets, but that doesn’t matter survivors are a minor part of the game that shouldn’t exist and deserve no counter to killers.”
9 -
Yeah bro, Trapper and Sadako are really topping the charts. Ghostface is a total menace, mhm.
12 -
Well don’t blame pallets if people choose to play M1 killers. Just saying.
1 -
If maps were just fixed this perk would be fine. It is also a perk which is at its strongest when you know less about map and tile layouts. The perk is fine btw since it does not create pallets it just tells you what is there which is huge for solo Q also since you have no idea what your team dropped.
3 -
WoO leads to formulaic pathing from pallet to pallet.
It doesn't matter how you design the maps, WoO users will still make a beeline for the nearest pallet wherever it is.
The only way to solve for this would be to halve the number of pallets and vaults on each map, which means you're punishing survivors who don't run WoO. So ultimately it's an issue of power creep, WoO offers too much information.
WoO has a double-whammy of being both a useful learning tool, AND vital information for the skilled looper. It's difficult to nerf for the latter without also nerfing for the former.
5 -
So 75% of the killer roster is unplayable and that's fine?
7 -
but we shouldnt forget m1 killers exist either. How about we make it so both strong and weak killers can exist in the game that way more people get variety in the killers they face?
4 -
When I see posts like this I have to ask- do you think survivors should be able to loop killers indefinitely?
4 -
Survivors should have tools that are good for them as solo, not perks that are only strong in SWFs (see current Circle of Healing, Buckle up + FTP, Deliverance, Reassurance). It's why it's widely used, because it's good for solo play.
For it to be addressed, the game would have to offer more communication and co-ordination for solo survivor than it currently is. It's also the reason Adrenaline got more popular probably after the HUD update, because prior to that you just had to pray and get lucky. Now at least you can co-ordinate it somewhat even with randoms.
0 -
Perhaps WoO could be a perk that scales with match conditions.
For example; the range of it's aura reading decreases by 4m for each generator repaired. Solo survivors whose team may not be performing as well will see more benefit over a genrushing SWF.
1 -
its definitly the fault of the map design and not the perk. a sweaty SWF with good communication and a basic knowledge of where pallets tend to spawn basically gets Windows for free because they know what tiles have pallets where. conversely, when there's a dead zone all windows does is confirms you're clapped.
2 -
I'll assure you... ftp + buckle up works very fine on solo queue.
you gotta be a more altruistic player, but it functions perfectly fine.
managed to get everyone out of the basement from a camping killer(no, not bubba). he downed the one that got the save, and I managed to ftp them back up and everyone left. (had to dodge people running up the stair when I was going... can't expect perfect coordenation in solo queue)
everyone also survived the match, which in this case would not realistically happen in solo queue without ftp+bu.
that was the biggest example, but I have also saved people on death hook using it and some other less impactful uses.
if you think this is only good is swf, you are wrong.
1 -
Ok, but how many games out of 10 do you get use out of it? Unbreakable is also good, but I don't bring it, cause it's usefulness for me only comes 1/10 games. I rather run perks that are more reliable every game. Now if I were a SWF I could die to a pallet and ask my mate to harass the killer and buy me time to benefit from the healing speed boost and another mate get me up. See? A lot more reliable in that case.
To me it feels the same way with Buckle Up + FTP cause usually you also have to bring Bond if you're solo to make it easier to track your teammate. I'm not trying to find a use like yours I'm trying to make it work when the killer downs the survivor and you just pick them up immediately so they can extend the chase, too time consuming for me. I rather do gens than tail someone who keeps running away from me.
1 -
about the same as deliverance. sometimes it doesn't do anything, sometimes it saves the game, sometimes it helped but you aren't sure how much.
you do get a bunch of bp for it.
and making it clear, I'm not saying it works just as well as in swf. just that it works well enough.
also, it's fun. you run in, scream "FOR THE PEOPLE!!!" and hope the killer doesn't take it personally... XD
To me it feels the same way with Buckle Up + FTP cause usually you also have to bring Bond if you're solo to make it easier to track your teammate.
bond works... but empathy would be better. I didn't use either. Just regular map awareness and figuring out where the survivor is running the killer.
I did bring WoO when I could, and sometimes that helped cause I saw the pallet going down, but usually I could just hear the heartbeat regardless, it's usually not hard to figure out where someone is getting chased when you are specifically paying attention to it.
I'm not trying to find a use like yours I'm trying to make it work when the killer downs the survivor and you just pick them up immediately so they can extend the chase, too time consuming for me. I rather do gens than tail someone who keeps running away from me.
I did do that. it's how I saved people from last hook, they went down and I got them back up as fast as I could (which is less fast than a swf could but, again, good enough.)
also, I was doing gens. I wasn't just running behind the killer. I trusted that people would survive until I could ftp them, which sometimes they did, sometimes not.
sometimes I was in a situation where I could ftp, but they were just too far... oh well 🤷.
I just used it if I saw an oportunity. which presented themselves enough times during some matches. and in some matches not really.
0 -
No. But bloodlust and other pallet breaking perks can eliminate this, sure some maps have like 75 god pallets but that doesn't mean it's a reason to borderline remove pallets?? Pallets are the only counter to killers besides perks that only activate once per chase. It's just bad pallet placement that a good killer CAN get past if they play it right.
0 -
Is this sarcasm? Sorry I understood literally nothing in this comment.
0 -
No what?
0 -
Use the killer counterpart Zanshin Tactics and know where not to chase them towards. But a timer would make sense.
0 -
What about it read as sarcasm? I'm sorry I understood literally nothing in your response unless you're just intentionally being ignorant?
0 -
It would actually be cool if the survivor shouted when using FTP. I personally think it's more trouble than it's worth as a solo player. My teammates rarely have awareness even when I am tailing them and waiting to take a protection hit, so I rather bring something I find more reliable for my games. I find We'll make it a much safer, albeit not as clutch perk as FTP, but it gets the job done and it's useful for the team.
0 -
No I'm sorry I didn't understand. Yes we shouldn't forget about M1 killers but I don't understand the part where you mentioned both weak and strong killers should exist, don't they already..?
0 -
Both Trapper and Sadako can ignore pallets, what ya smokin?
0 -
Bruh are we really going to stat complaining about WoO of all perks?
1 -
Killers should not be able to see gen aura and figure out they can 3-gen from the start of the game, they have to check them themselves and earn it. Now nerf WoO.
0 -
how is sadako ignoring pallets exactly?
also, no. you cannot ignore pallets as trapper. you can shut down the specific loop. these are not the same.
0 -
I don't understand all this incessant complaining about WoO. It literally only shows survivors the location of pallets, breakable walls and vaults. Use blindness to disable the perk.
0 -
Why wouldn’t survivors run to pallets or windows during a chase though? Do you expect them to always run in dead zones? It’s literally the only defense survivors have and where the skillful mindgames happen. If that’s what the perk encourages then bring it on.
1 -
Sadako's the highest KR killer and Trapper's hovering above 50%
0 -
Could always run the blindness stuff and watch survivors get very confused
0 -
But then they'd have no reason to complain.
0 -
Because it's so much fun.
Run around loop 50 times until the gap closes. Pallet stun. Flashlight blind. Run to next loop. Repeat.
3 -
Yeah I’m also sure it’s fun for survivors having dead zones and not knowing where they are because of how awful solo queue is.
0 -
So what do you suggest?
Perfect pathing so every chase is a 100% predictable rotation of loops that lasts 5 minutes? (WoO)
10 second chases in complete deadzones? (Most Blight/Nurse games)
Or perhaps something in between? (Other killers when WoO isn't in play)
4 -
Lol, lmao.
I have tried using that new feature of hers, it may seem useful at first but it's only really useful against braindead survivors that panic easily, the cooldown you get if you cancel demanifestation renders it useless for mindgames.
1 -
My suggestion is to tone down maps. Some maps are terribly designed, but it’s not the fault of the perk itself.
0 -
This makes it disproportionately harder for survivors not running WoO than it does for those that are.
As I said before, the only way 'toning down maps' would constitute a relative nerf for WoO formulaic chases is if pallets are more than 32 meters away from each other, which makes finding a pallet without WoO exponentially more difficult.
Your suggestion just makes WoO more valuable and necessary to run if you don't want to be caught in a deadzone.
0 -
Maybe your experience as killer is that way because you’re not good?
0 -
My experience as killer is not this because I'm good enough to know to completely ignore these kinds of chases and the accompanying flashlight clicks that come with them.
0 -
So then why are you complaining?
0 -
Why would you complain about being tunnelled? You can just go to the next game.
It's not great having 1/4 of your objective impossible to complete.
2 -
I honestly haven't found maps to be that bad.
Yeah, you've got Garden of Pain and Borgo, but most other maps are just fine.
1 -
sure but formulaic pathing is possible if you have knowledge of how dbd maps are constructed. very few pallets in this game have radical changes in positioning. 90% of maps are static.
the issue that window showcases is the problem of safe pallet design. if the killer is forced to break every pallet because the pallet does not allow killer to hit survivor then the survivor is suppose to always make it to next loop from the pallet break self-stun. windows shows how to get to next loop. killer's problem is that he should not be breaking pallets in first place. he should be winning mindgames at pallets to get hits. that is not exactly possible when you have long-wall pallet->Jungle gym->Shack or when maps have loads of pallets that block your way like Gideon's map. windows just expresses problems of loop design for m1 killers.
2 -
Yes but I was stating that we can't forget about what the weak killers have to deal with just because there are stronger killers that could have been picked instead.
Weak should not mean unplayable or basically agreeing to an auto-lose due to how the games current state is. Therefore both stronger and weaker killers should be able to exist in the game, without the weaker killers being an almost auto-lose if you pick them.
1