BUFF IRON WILL
This perk is absolutely useless in comparison to what it was. I just want to be able to play a game with my favorite characters (Bill and Jane) without being audible across the map. There is no reason for making this perk useless while being exhausted because there are other perks that do a better job and are basically a jack of all trades (Off the Record). Iron will was one of my favorite perks because I could make a full injured build with an exhaustion perk to take me away from danger and allowing me to be more stealth. Now, all Jake’s stealth perks are pointless of existing in this game anymore. Iron will is one of them, and Calm Spirit is beyond useless bc of the punitive downside that was not requested by absolutely nobody on this forum.
With that being said, bring back the old days mission to have a hide and seek play-style viable. Bring back the perks that we used to love and were not a problem for the game itself. Devs revise your perk changes because many of your decision have been proven questionable so far.
Comments
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Sorry but old Iron Will WAS a problem for the game, audio is extremely important, and having a perk that makes you permanently 100% silent while injured was a massive advantage.
People just underestimate it now due to how broken it was before, i use it every now and then and its surprisingly useful at mindgaming.
Also, you would be surprised at the rise in popularity of Calm Spirit lately.
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"bring back the old days mission to have a hide and seek play-style viable"
The multitude of info perks (aura and screaming) suggests BHVR don't want that play-style to be viable
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Iron Will is a perfectly good perk. Killers with good headsets can barely hear you even if you're playing one of the loudest survivors, and for killers playing with speakers you are pretty much mute.
Old Iron Will was definitely too strong. It made injured survivors quieter than healthy survivors, which is silly. It let survivors get away with ridiculous plays. It needed a nerf.
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Being permanently silent while injured was not balanced.
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since we are just saying random things and pretend it is a valid argument, here is mine:
Audio cues have no valid counter perk and are therefore are not balanced, killers should put more effort into finding survivors instead of just being guided to them right away.
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You can play Hide and Seek if you want. It'll require larger perk investments (Calm Spirit, Distortion, Iron Will) to avoid the killer having an easy time to find you.
Iron Will is also fine. There's plenty of louder sounds that can easily mask the quieter injured sounds from Iron Will. As long as you keep your distance from the killer, you won't be easy to hear.
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Sure if they would make iron will like the description implies. ONLY getting rid of the grunting sounds and replaces it with the normal breathing sounds.
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Its not really random given that hiding (if done well) wastes a lot of the killers time you know the thing that the killer doesn't have in its favor. You don't appreciate how easy it can be to hide until you play in a first person camera.
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Old IW removed too much of the risk associated with staying injured with no prerequisite and was too effective at helping injured survivors hide or escape a chase. That’s why it was too strong.
Audio cues are an important part of this game on both sides. Just like killers can react to survivor sounds and noises they make in the environment, survivors can react to audio cues from a killer’s power and they can often be an important part of countering the killer. They’re not always meant to have a hard counter.
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my point was that making a simplified, broad statement without at least an attempt to back it up in the above manner makes one's argument weak.
For your point, this is only true if the killer's perspective is the only driving force for game design, and if my goal is to fix gens and escape preferably unharmed, then this (hiding in silence) would be the right way to play.
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The counter perk is IW. 100% meant it was a 50/50 every single time los was lost at a tile in whether the survivor would W or play the tile. I'd rather old dh come back then this awful perk. But hey. your all for reducing skill and thinking on survivor am I right?
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It is when you loose a perk slot and leave scratch marks and pools of blood. You want more tracking, bring beast of prey.
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You could literally hear survivors footsteps.
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Exactly!!!
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Wow, someone actually told us to git gud and use Beast of Prey as the solution. I don't know if there is a more worthless perk in the killers repertoire, but now I have seen it all on this forums.
... smh. "Beast of Prey .... yeah. No. Really! He recommended me to use Beast of Prey. What a mad night..."
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That’s why I am demanding to buff Iron Will back to 100%. This perk was one of the best counter plays to nurse and spirits in order to avoid a quick snowball that they are easily able to do.
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Using a perk and getting value out of it does not mean you are “losing a perk slot.”
And not only is Beast of Prey a terrible perk, it has nothing to do with tracking so I’m not sure what your point is.
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Make a small effort to understand that there was a counter play for this perk that it is name beast of prey. If you don’t listen to a survivor, just follow the blood highlighted! Simple, but people were busy running slow down perks to use it as supposed to.
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Then you could definitely say constant auras (hand holding to lead killer to the survivor) and killers being able to turn off their terror radius is more unbalanced.
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If you don’t hear a survivor, use this perk and follow the blood. Instead of running slow down perks, invest of aura reading and informational perks. Period.
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You’re thinking of Bloodhound, which is not much better nor is it needed to be able to follow bloodstains. That doesn’t change how strong old IW was. Furthermore, DBD isn’t a counterpick game. You can’t change your perks to counter the other side once you’ve already seen what they have.
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The audacity Is strong with this one
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Just facts, I played as clown for years before 6.1.0, and I can say that iron will was not a problem. I used sloppy butcher and tracked the blood. Simple. My only problem was old dead hard, but aside that, no issues with 100% iron will.
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It depends on how strong that tracking ability is, how often it can activate, how hard it is to activate it, etc. That’s why Ultimate Weapon for example is too strong right now - it’s active too often and is too easy to activate for how powerful it is to the point where it’s rendering several other tracking perks obsolete. Most other tracking perks have enough limiting factors to be balanced. But Ultimate Weapon doesn’t - much like how old IW didn’t either.
As for stealth, killers that have that ability generally are lacking elsewhere. Wraith for example has great map mobility and stealth that can be triggered at will, but is balanced by not having a strong chase power.
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It is about guessing my friend. If you see flashlight, you get light borne. If you see Medkits, you get sloppy. If you see tool boxes, slow down perks.
So, claiming that this game is not a counterpick game is not only inaccurate. It is a false statement.
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Sloppy is a good generic perk and not just a counter to med-kits. Same with slowdown perks.
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I don't know what you mean that Wraith is weak in chase. He sneaks up on survivor, uncloaks and gets a free hit on survivor.
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Thanks for your support. But, yeah, perks are countable for survivors and killers in this game. You don’t need to be a Ph.D to understand that.
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They are trying to gaslighting and deviate the focus of the conversation to make a fine perk to look like a monster.
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I wasn't supporting you.
Sloppy and Slowdown perks aren't ran as counter perks. They are ran, because they are solid perks regardless what the survivor team brings.
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Again, IW created 50/50s the second LoS was broken at good tiles. That's bad design.
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Well, so you accidentally supported my narrative.
Sloppy is ran because it delays and interrupts heals (what it is a good counter to medkits). Slowdown are ran to avoid genrush mainly caused by perks and toolboxes. Therefore, what you call “solid” is merely what I call counter play.
Again, thanks for your support.
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nah, it is not a bad design when you have 50/50 in the game base kit for strong killers like nurse/blight/spirit. Iron Will was the counter play for many of their tricks.
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You don't understand what support is.
No one is running Sloppy, because they see Med-kits. Likewises on one is running Jolt, Pain Res, or any other perk to slowdown the game because they see toolboxes.
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I use iron will sometimes, and hopping into a locker - especially near a generator - makes you almost entirely quiet.
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by your logic "if you see IW - you use (beast of prey) Bloodhound'
The difference is that you can't see IW before the game starts, unlike flashlights, medkis and toolboxes
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He’s good at sneaking up and getting free hits thanks to stealth. But if he tries to actually chase someone he is an m1 killer for the most part, that’s what I meant.
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Mhm, keep denying facts.
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still useless and a waste of perk slot. It is better to invest in genrush and chase support build than this perk in its current state.
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Well, that’s because literally no one uses this perk as used to do before 6.1.0.
it is like Decisive Strike. As this perk is trash in comparison to what was before 6.1.0., nobody runs it. As a result, killers tunnel without being fear to being pushed back by that perk.
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It's a base 50/50. 50/50 whether the survivor will stay at the tile and another whether they will fall for a mindgame. It's bad design because it rewarded w, w is pinnacle bad dbd game design. It's why blight and wesker are seen as the most interactive killers regardless of their own shortcomings on that front. Blight might have op add-ons but without that few game breaking ones he creates more than just 50/50s, it's not just a guess it favors the better player. 50/50s are just educated guesses on people you have had 2 chases or less previously with. Being able to skew it towards one side or another due to your own skill is rare in dbd and should receive gratitude.
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Many old perks where very problematic.
It's better to look at survivors that are louder or quieter than the rest and adjust them accordingly.
Hide and seek is basicly dead at this point. Sit on a Gen or die seems to be the mantality right now.
Killers don't have the time to go and look around the map.
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Iron WIll was never a problem. bhvr just wanted to trash some perks, and IW got caught in the act. pun intended.
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It's decent on Ace and Ada but yeah random nerfs based on popularity... off the record is straight upgrade, supresses grunts of pain 100% + delete aura readings+ endurance and still works while exhausted
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You are 100% on point my friend. They just wanted to nerf some perks to the ground to come up with other changes. However, a lot of time have passed since this unwanted change on Iron Will that I am really concerned with the utility of this perk as it is.
I really do not see a point of using it anymore if I have other perks that will do the same thing for free. I want more incentives to be injured since they destroyed the usefulness of medkits and self healing.
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Yeah, I mean. 100% Iron Will makes all survivors able to play without getting distracted by very loud moans of pain. I really can’t play Jane without Iron Will because she is so unnecessary loud, the same for many male and female characters. I would definitely use other survivor characters if Iron Will was 100%. It brings diversity to the game.
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Iron Will was definitely not problematic at all.
it was basically a waste of a perk slot to make sure that you would not get easily found if you are injured.
Also, I highly disagree that killers should not spend some time searching for survivors. It is their job to do that, and if they don’t want to, they have the freedom to run aura reading perks and informational perks like (infectious fright, whispers, etc). If these perks exist, they should serve to a purpose less than being a souvenir shinning in our perks inventory.
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This made me laugh. It shouldn't but it did. Beast of Prey is not a tracking perk. I'm not sure how a few extra BP and undetectable status while in bloodlust will help the killer track a survivor. 🤣
Also, audio has one huge advantage over scratch marks and blood. Audio can help even when the survivor is behind a wall. That is how many mind games are played. Iron Will completely removed grunts of pain. So you basically could leave a loop as soon as the as you were able to break line of sight and would get away.
Tracking has always been crucial for the killer. As soon as tracking becomes an issue, everything else stops working too. Well, everything but one strategy, which is going to receive a nerf some time next year (3gens). Even suggesting that the killer should use a perk to help them track survivors IN CHASE is ridiculous. The game revolves around chases not hide and seek. If survivors can reliably win chases by getting away, that puts killers in a terrible spot.
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It's still pretty good tho it does forces you to not run an exhaustion perk which before mft was a rather large price to pay for it.
It should at least lose the exhaustion part of it imo tho
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i fail to see the bad design in that aspect, that's a direct consequence of the primary function of that perk, it gives you a chance to escape a chase.
If you assume killers should always know where the survivor is they happen to chase, then yes thats a bad game design. But that asusmption is quite ludicrous by itself, where does that argument come from in the first place, did you invent it and now we have to meet its standard or how does this work?
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