The hate with Ultimate Weapon tho.
Man, I see quite a bit of disdain for the perk. I get survivors don't like it. I do. But I can't wrap my head around the idea of that perk being as OP as survivors say it is.
Yes it's annoying. Sure. But doctor has static blast and aside from time difference it's the same idea. It's really helpful with M1 killers. I say leave it. Honestly. 40s cool down is good enough. Let the killers decide to run either a aura reading build OR a regression build. Or a weaker combination of both. That's kinda where we are. Idk.
Also Xeno. Why the hate? He's amazing. Yeah the tail is on the stronger side but you can counter it. Just have to put the sweat into it. Learn how it works. I hardly play against it. I wish I did more. He's a great killer and the flame turrets are his counter aside from perks
People just don't want to put the time and effort into learning how to go against new things I feel.
Comments
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So I'm a pretty new player, but I've spent a lot of time since I started watching and studying how to play the game from far better players.
One of the major and most important strategies of DBD for both sides centres around the first player that gets knocked out of the trial. The moment a survivor dies, the chances of victory for the other survivors dramatically decreases. This is why: -
- Tunneling is widely lamented as the most effective strategy.
- Tombstone Piece on Myers is such a problematic add-on and artificially propping Myers up.
- Survivor builds almost always have to have some kind of loop strength built in to them, even if it is just sprint burst.
The killer is basically looking for the weak link of the team, and trying to get them out ASAP. As survivors you're trying to prevent that.
The problem with Ultimate Weapon, as far as I can see, is it is the most powerful tracking perk in the killer roster. It has: -
- No activation requirement.
- Long uptime.
- Low cooldown.
- Extremely easy to use.
- Very little counter play.
An important basic lesson that all players should follow, is if you are dead on hook... you need to hide and stay safe. Just being alive and doing nothing is so much more valuable to your team than getting killed, just because the Killer has to continue factoring you in to their decision making and have you in the back of their mind.
Ultimate Weapon basically allows the killer to find whoever they want, whenever they want. They can always find the weak link and use it to snowball the game.
Then of course, everyone knows how good it is at slugging for the 4k. It's the same issue, you can find survivors whenever you want, with no condition or pre-requisite.
This doesn't even mention the fact that UW causes huge problems for solo queue due to how easy it is to keep the team blinded for half the game. The SoloQ staple Kindred gets utterly brutalised by this perk.
Outside all this pish, the real power of UW is in its availabilty. It's so versatile as an ability because you can it use it to find survivors at the moment you REALLY need it. It can take a small advantage and snowball it out of control so easily, because you get to decide exactly when you want it.
You're right it's decent on m1 killers... but its best on fast moving strong chase killers. Your Blights, Nurses, Weskers and Onis are all incredible with this perk.
I've argued to death with several people now about it, and I know this'll turn into the same thing, so I won't bother coming back at anyone... but it looks like people are starting to wake up to how good it is. If you hit its cooldown, it's up time or even if you just remove the Blindness, the perk is far healthier, but as stands, its hands down the best tracking perk in the game.
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Has anyone faced a Wesker without Ultimate weapon and pain resonance? But seriously it's fine, it's just a "basic #########" perk for "basic #########" killers, it helps them stomp solo q quicker.
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There is a lot of truth in your post, and indeed, Ultimate Weapon is the best tracking perk in the game, but its not even on the same level of brokenness then MFT, for example, the recent most strong survivor perk. UW is very strong and allows a killer to get right back into the chase after hooking someone, but its not aura reading, so you only get one assessment of the moment and know in which direction to head, but after that its up to your own skills and powers.
But I have a theory: BHVR has finally understood that a perfectly balanced game is also a boring game. With the game being in its objectively most balanced state then ever, it should also be the most fun it ever way, right? Well, but somehow we all are feeling that this isn`t the case. With the game so balanced, the players used the one big screw that they could access to swing the trial into their favor: gen rushing and camping/tunneling. Without reliable means of goofing around and having fun people were prioritizing this two aspects, leading to the state of the game we are seeing right now.
So maybe, MAYBE BHVR is selectively releasing objectively overtuned perks to give the game some breathing room, to allow for spectacular missplays and big triumphs instead of just the same old, same old getting tunneld while slamming gens.
So I am fine with survivors keeping their MFT it the killers can keep their UW. But of course we must be careful not to introduce any more thus overtuned perks, or we will end up with just 4 overtuned perks. Both, MFT and UW don't mix perfectly with the existing meta, like MFT not working while exhausted and UW not providing aura reading; there are perks that sinergise with them and create their own new meta, yes, but not neccessary the old reliable ones.
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It's a pretty solid theory tbf.
Funnily enough, both UW and MFT have the same problem mirrored.
MFT: Pretty meh and kinda useless against the top killers, absolutely brutally punishing on low level killers.
UW: Pretty meh and kinda useless on low level killers, absolutely brutally punishing on the top killers.
I also think both perks suffer the same problem they do too much. They're both 2 perks in 1...
I'd still absolutely hate MFT with just the 3%, but at least if that's all it was... that'd be somewhat tolerable... and if UW was just the scream, that would still be annoyingly strong, but again tolerable.
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"People just don't want to put the time and effort into learning how to go against new things I feel."
Can you enlighten me how I can learn to go against Ultimate Weapon? I mean, sure, I can go into a locker when I see the Killer approaching a Locker. But most of the time you dont see that the Killer activates Ultimate Weapon, so you will just scream when the Terror Radius reaches you.
And I dont count "Run Calm Spirit" as "learning how to go against".
The thing with Ultimate Weapon is that it is without a doubt the best tracking ability. And when we look at the counters, Aura-Reads have more counters. Ultimate Weapon has one - Calm Spirit. A Perk which hinders yourself in certain situation.
It also really pairs well with Dead Mans Switch. Which had counters before, it was used with Pain Resonance and you can stand up from a Gen (granted, nowadays you have to do that early, so you probably waste time which you can spend repairing), but with Ultimate Weapon, you will just hear the TR and Dead Mans Switch will trigger since you scream.
You can also not really compare it to Doctors Static Blast, since it is better than the Static Blast when it comes to tracking. It lingers for 30 seconds and has a 30 second cooldown, so the activation timing is roughly the same, but as I said, it lingers and it does not really give a warning, while you can hear Doctors Blast charging. And this is a Perk, which should weigh less than the ability of a Killer. And with those 30 seconds you can scan a HUGE portion of the Map.
On top of it, it adds Blindness. Which is fine, but should not be ignored, since it hard-counters Perks like Windows of Opportunity, which is the most used Survivor-Perk.
IMO if Ultimate Weapon would not linger for 30 seconds but just trigger when opening a locker or linger for a small amount of time (5 seconds on Tier 3), it would still be very strong and a very good alternative to Aura Read-Perks).
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My english is really bad, i will let the others explain details to you how "good" is Ultimate Weapon.
But i see a lot of people like to bring Made For This when we talking about Ultimate Weapon.
I'm a survivor main, the first time i use Made For This i already know this perk is "too good to be real" That why i never defend this perk.
Ultimate Weapon
a perk that make killer so easy finding survivor, that kind of perk okay? really?
I believe this game is a asymmetrical horror game which is stealth are important, dbd not a batte royale game, right?!
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It also counter Bond, Kindred, Alert and more. And Bond is also a very common perk for solo survivors, that killers just tell us we have to run if we wanna know where our teammates are.
This is just a cope from killer mains. they really know what they have in hand. If they cannot take full advantage of it is cause they're either playing a killer that doesn't benefit that greatly from it, or don't know how to use it as effectively as possible. This is an insane perk that people refuse to catch on cause they're so comfy running 3-4 slowdowns, when this perk synergizes incredibly well with certain gen perks as well as helps you get more value out of it. It also saves you time you would have wasted if you had to find survivors the traditional way.
It outclasses most aura perks, lasts all game, is multi purpose cause it can interrupt survivors and adds blindness and only takes up one perk slot. Convince me this perk is not overtuned.
Before its release we considered LP strong despite this perk de-activating the rest of the game and requiring you to bring at least one more aura perk, now you can simply bring UW get use LP without having to deal with Distortion and also only waste one perk slot and not bring more aura perks (that could also be countered by distortion).
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With UW you don't have to pick to run regression or locating perks. You just bring UW and 3 regression/slowdown perks and it's good to go. You have the best of both worlds. And you're playing a superior build to someone running 4 slowdowns who has no reliable way to locate survivors or someone playing with 3-4 aura perks who might be completely countered by distortion.
With UW you get the benefits of both without any of the drawbacks.
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Try ultimate weapon on Freddy.
It's amazing.
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So blindness is too strong now?
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Stealth in dbd is extremely rare these days.
Survivors want to be in the killers face.
Playing aggressive is sadly the most optimal way to play as far as I know.
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When you tell solo to bring aura perks to be able to co-ordinate with other solo survivors and you use one single perk to do 4 differents things, including denying solos co-ordination then yes it is.
But I don't think you are up for that discussion when all you took away from that post was" mm...blindness strong now?"
Still waiting for someone to convince me a perk that so efficient it only takes up one perk slot is somehow "mid" or "not that strong actually".
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Yeah my problem is the entering the terror radius during the 30 seconds makes it such a pain especially for solo Q as it takes away aura reading perks such as bond, empathy and kindred and Windows which is also used by some SWF. Having to use a perk slot just to prevent one perk is a pain. Distortion counters a bunch of different perks, Lethal Pursuer, Barbacue, Nurse's etc. The terror radius can also be increased by distressing I think the perk is called. If they get rid of the thirty seconds or at least lower it to 5. Then it would be fine or if you hide in a locker your safe even if it's just from the scream.
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I am definitely up to the discussion.
Some days ago I posted a nice picture of me playing Freddy with paint brush, dream pallets and only ultimate weapon.
The Perk literally activated one one survivor the whole game while I opened lockers around 7 times. On rpd.
It's not that insane of a perk some people make it seem like.
What I feel, what is the true problem is that it's truly strong on first: players that crutch on windows of opportunity and second: strong (upper b-tier or above) killers. This however is more of an issue with killers like Blight or nurse. Even on spirit this perk isn't that good.
It's a perk that is better on stronger killers than on weaker ones. This, is absolutely bad design. It should be reversed. Same with made for this.
Ultimate weapon on a killer like Pig is only a gimmick. Not a weak one but still a gimmick. It's by far not the most effective way to play her. I held a whole debate about that not too long ago.
Ultimate Weapon is a strong info perk dont get me wrong, but it's not a "slap on - instant value on every killer" - kind of perk.
If you want to say that blindness is a problem, why is third seal not one of the best hex perks right now?
Blindness is a status effect that is strong against weaker survivors, soloq and WoO - addicts that want to turn play automatized. Otherwise it's the weakest status effect in dbd. Is that good design either? No. Is dbd originally designed around people playing and talking on discord via clock callouts and tons of filters? Also no.
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I agree that Ultimate Weapon is powerful, and I think it may need some tweaking.
However, there is also the idea that it is okay to be a powerful. This is because there is only one killer and four survivors.
No matter how hard the killer tries, he can usually only stop one survivor at a time, while the other survivors continue their work.
However, if the survivor takes away the killer's time, the killer will not be able to work at all. Because of this difference.
The killer attempts to offset the violence of the large number of survivors by being a somewhat unstoppable disaster.
There is the advantage of knowing the location of many survivors, but in the end you can only take one action. The information on the location of other survivors that is obtained while involved in such activities is likely to be obsolete.
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Yeah, I only mentioned WoO because it is the most popular Perk right now. And if roughly every third Survivor is using WoO, Blindness should not be overlooked. It is not strong by any means, but it is a Bonus to an already strong Perk. If they would remove the Blindness, it would not be much weaker, because the main part still remains.
Also when it comes to Aura Read-Perks - I usually run Lethal Pursuer and another Aura Perk and I was a fan of Lethal Pursuer even before its Buff. But on some Killers I dropped the second Aura Read-Perk for Ultimate Weapon, which is better. And if I consider dropping Lethal Pursuer, I can probably equip one more Slowdown-Perk... And I dont really like the direction that two Perks get replaced by one Perk and a Slowdown-Perk because that one Perk is doing a better Job than two Perks.
The thing is - Calm Spirit being used just shows how strong Ultimate Weapon is. Because the Perk is very, very niche and its rise means that there is a really strong Perk around which people want to counter.
And IMO Calm Spirit is not really a healthy Perk. Because making Side Objectives take longer does not really benefit the Killer, it will just make Survivors less inclined to do said Side Objectives. E.g. a Survivor who usually opened Chests or cleansed Dull Totems will not do so with Calm Spirit, so they spend more time on a Gen. Which makes it worse for the Killer. (Sure, there will be people who cleanse Totems and open Chests even with the Debuff from Calm Spirit, but still... Not a good thing to make side objectives take longer)
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I think no one is saying that the perk is mid or "not so strong", everayone is acknowleding that it is overtuned, but killers lived for 5 month with the equally as overtuned MFT, so this begs the question: do this two overtuned perks chancel each other out? Are they so good that we are expected to play with just 3 other perks and always equip this one here? Is it BHVRs attempt to bring back unballanced, hilarious matches? Who knows.
UW is very strong and undoubtedly the best tracking perk, BUT if it were just that I think it were ok. I use it all the times after downing and hooking a survivor to get into the next chase, and in this regard it works great. This minimal downtime is often required in todays gen-rushing meta and even when you are doing great at the killer and downing survivors at a good pace, gens keep flying. So this effect alone isn't OP, its just "the best in its class with no competition".
Though all the other stuff, like the blinding and interruption, thats debateble. I would be a-ok if it was just a tracking perk, but with survivors abusing the living daylight out of MFT and Resilience and possible Hope, I will take UW and also run DMS in lieu every so often, just to get a breather. This is our new meta, the "overtuned meta".
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That's sorta the question isn't it?
Do we really want to say "take this broken perk, or sucks the balls of your opponents taking their broken perk"?
To give my subjective opinion, I personally take neither perk. To me they are crutch perks that enforce bad habits.
Ofc I'm more a casual player, I don't try super hard, I play to win, go for 10 hooks and then see how I feel at the end. On both killer and survivor I don't tend to play super sweaty builds, I like to try a gimmick perk and try to make something around it to have fun...
I of course accept I'm gonna get rolled sometimes, the fact casuals are mixed with try hards in a single queue will always have that disparity... but when you tend to get the same perks coming up, constantly kicking you in the teeth, having such powerful perks in the meta stagnates the game pretty fast imo.
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This reminds me back in the day when people were saying Eruption on its own wasn't that strong duh, and it was problematic when paired with other regression perks etc.
UW is like Eruption in that regard but also stronger, it pairs extremely well with DMS, Sloppy Butcher if you wanna be evil, could maybe work with a hex build and in general frees your hand from bring other less efficient perks or add-ons. To call it overtuned would be an understatement. It's not just the effect of rendering stealth mostly useless, it's also the fact that does the job of LP, BBQ, Nowhere to Hide etc. much better will only costing you again one perk slot. I don't understand why that last point is ignored or not even addressed. Nowhere to hide which is similar somewhat cannot be used on non progressed gens and it becomes useless once all gens are done. UW is available from start to end regardless if you are winning or losing as a killer.
At least when Eruption was meta you had to balance bringing slowdown or aura perks (or maybe half aura-half regression). Now you can just bring UW and go for 3 perk slowdowns and it's pretty a pretty good deal. You don't need to know anything about spawn points, or how survivors might think. you can just open a locker and just scout and UW will let you know if anyone is hiding around, there's no requirements for this perk, which is what people are angry at MFT about. There are always lockers on maps, there will never not be a map without lockers and its effect last a long time.
You mentioned MFT, I thought everyone was on the same page that MFT is overtuned giving survivors both a speed boost AND endurance when they heal. Now imagine MFT also made it possible for you to get extra movement speed in end game without bringing Hope. That would make it way too efficient.
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I don't play games to feel frustrated and I certainly will never "sweat" in one. I have more productive things to put energy into than a video game. Don't get me wrong, I try my best and never give up, but I'm not playing this hardcore. Hard pass.
I play to have fun, and the counter is simple - calm spirit. I see tons of people running it, and I'll continue to do so.
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UW is a tracking perk which alerts survivors once they are found, unlike most other tracking perks. Simply start running ASAP, and it turns into a huge time sink to actually close the 32 meters of distance. Killers with smaller TR might be able to get closer before alerting you, but that also means it's taking them longer to find someone.
Point being, while yes... the perk is pretty good at FINDING people, it still requires follow up to do anything. It's like how just because Doc might get ppl with his blast, doesn't mean those ppl are immediately helpless. Unless a killer has a movement skill to help close distance, no one wants to takes a chase with a survivor who is running away already at that kind of distance.
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It's very clear power creep for an info perk. We went from whispers to bbq/lethal to nowhere to hide and ult weapon.
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Damn, imagine thinking UW only does that. UW isn't just a tracking perk, it's a disruption perk as well. No one seems to care about all the points made about how well it synergizes with DMS, or how efficient it is for one perk slot.
Getting flashbacks to old Eruption counterplay "just bring empathy and let go of gen when your teammate is about to go down", lol.
Just you watch, this perk will become a bigger problem once everyone and their mother catches on to it. It'll be ubiquitous. People simply think they have to give up their slowdown, that's why you don't see everyone use it yet, but you actually don't have to.
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So from what i've gathered here
- Ultimate Weapon is reportedly the strongest tracking/information perk in the game
- Ultimate Weapon is one of, if not the strongest blindness perks in the game (trumps 3rd seal and maybe even FM and knockout).
- Using 1 slot, It not only counters multiple surv stealth perks, but their info perks too
- Is included with a PAID ($$$) DLC
- Helps lower-tier killers who may struggle win more (and higher, but that goes without being said)
Hmm....🤔Is there a word for that?
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That sounds more like that the problem is tunneling is too effective rather than the perk being good.
Reminds me of the flawed way Konami bans some cards in Yugioh.
For context and in short, there was a card known as Crystron Halqifibrax in the game that summons 1 type of monster from the deck for free.
That caused a massive number of degenerate combos, and each banlist, Konami kept banning monsters that were the best target for Crystron Halqifibrax to summon. Which led to the banning of over 6 to 7 monsters.
In the end, they banned Crystron Halqifibrax and all 7 of those banned monsters were unbanned.
Apply this to dbd, yes, you can nerf ultimate weapon, but then killers will just swap to another perk that enables tunneling, and repeat 7 times until they properly address tunneling.
However, I doubt that BHVR will go back and fix those perks that they nerfed due to tunneling, so killers will just sit with 7 new crappy perks.
TLDR: Dont hit the enabler of tunneling, hit tunneling itself.
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Not an unreasonable argument, though the example you're pointing to is only 1 of the reasons this perk is a problem in my post.
It's the combination of everything going for it (no activation requirement, long up time, short cooldown, no decent counter play) that makes it the Swiss army tool for whatever you need at any given time. You don't need to look around and keep a sharp eye for anything when you have it, you can just sweep through the map and get a nice big notification when your invisible bubble hits a survivor. The power it provides it up to the player to decide how to use.
My full list is: -
- Makes tunneling far easier.
- Makes 3 genning far easier.
- Makes proxy camping far easier.
- It auto wins the slug for 4k.
- Hard counters SoloQ with extremely easy access to blindness. (WoO, Kindred, Bond, Empathy, Deja Vu, and any other aura perk can be significantly hindered, and it can serve as a discount Knock Out or even cause mistakes with just basic unhooks).
If it didn't last as long as it does, or it had an activation condition, it would be much more fair... but as it is, you can use it to find survivors when you need to at pretty much any given moment... and that power is extremely strong no matter how many other nerfs you impose on the the killer.
I'd make it last 6 seconds or so from opening the locker. It'd still be an incredibly strong perk, but it'd take a brain to use, you wouldn't have it auto win the 4k slug and it wouldn't decimate SoloQ quite so severely.
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I see.
I guess leave it a tracking perk, remove the blind and replace the scream with killer instinct.
That way it doesnt hurt SoloQ, it doesnt interrupt actions and doesnt give away who it is tracking?
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Honestly removing the blind would be a decent compromise. It doesn't solve the 4k slug problem ofc, but that would still be a reasonable change, since in theory survivors would have a better chance to keep each other alive at the least to avoid the 2 man end game....
Also in fairness the 2 man end game is pretty drawn out and annoying to resolve in the game anyway... If a killer slugs for the 4k, it will almost always result in the killer getting their 4k anyway... UW just makes it faster.
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It also need to be tweaked with it's overpowered synergy with Dead Man's Switch; at least Pain Res/DMS combo requires a hook on a scourge hook.
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