Ultimate Weapon The Most Balance Perk In DBD
People in this forum like to talk about balance. Balance here, balance there.
This map is too hard; let's balance it.
This addon is too OP; let's balance it.
This perk is too goddam strong; let's balance it.
How about we change the recipe a little, Let's talk about the most balanced perk in DBD
In my opinion, the most balanced perk at the moment is Ultimate Weapon. Compared with the other 25 killer aura-based tracking perks, Ultimate Weapon is the worst one.
Open a locker and activate for 30 seconds. All survivor within your terror radius will scream and reveal their location to you. They suffer blindness for 30 seconds. This perk has 30 second cooldown.
Survivor main think finding a locker is easy. Besides, you can only see survivor location (similiar to hook bubbles), not even aura.
They only can complain if they buff Ultimate Weapon to
- Facing your camera toward a locker, this perk activate for 60 seconds
- All survivor within 128 meter of killer position will continue to scream and reveal their location for 60 seconds.
- Survivor suffer from Blindness for the rest of the trials.
- This perk has 5 second cooldown.
Comments
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Not sure whether this is sarcasm or not, but interesting take.
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Sorry, OP. This isn't an unreasonable take but leave it to internet dwellers to be snarky. My problem with this perk is it requires nothing skillful to activate it. You just...open a locker? It should require someone being hooked first and after the cooldown, hook again. I've watched killers not put effort into hunting during the cooldown and if it's a Wesker, it's even easier.
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Its just simply not fair, and killers defending it are the equivalent to survivors defending MFT. Its that simple. As the comment above mentions, it should require you make something to earn it, not holding W to a locker and pressing space. The downside of making it hook-activated is that it would work as an improved BBQ, so what d the point of using BBQ, but again, having now a perk that can replace a whole bunch of tracking perks doesnt seem fair either.
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It renders the use of any other aura reading perk useless since it is so strong. It is an autopilot perk, and no it is not balanced.
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Please elaborate on the autopilot - part
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Probably means you don't have to put much thought into its use, while true, is also applicable to more than half the perks in the game.
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I try hard to understand why some killer main defend this perk but still don't get it, so both sarcasm and not
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this community don't know what is "fair opinion" only killer sided vs survivor sided opinion all of the time.
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How about this.
I am defending it, because i don't use it, because it is a terrible perk. Any of the aura tracking perks are far FAR better at doing what you want them to do.
- Lethal
- BBQ
- Nowhere to Hide
- Floods of Rage
All of these are far better perks, Lethal gets you into a chase immediately and is great when paired with some other aura reading (like the other perks above). BBQ shows you where to go next right after a hook saving you valuable time. Nowhere to hide shows you if someone is hiding nearby, simply by kicking a gen with nothing else required and when combined with Lethal lasts a really long time, usually enough to help in an early loop. Floods of rage is the best when chasing, because it can often help you win a chase by giving you free wall hacks for several seconds.
What does UW? It has a massively long cooldown of 60 seconds (yes 60 seconds not 30) because you use it, then in order for the 30 second cooldown to start ticking, it needs to wait out the duration of 30 seconds. Meaning you can use it once a minute. On top of that it only makes the survivor scream. It doesn't show their full aura. So many times i can use it, and end up not actually starting a chase with the survivor you found.
You know what perk is a much better tracking perk than UW? Thrilling Tremors. It has the same cooldown, and gives you the same information BBQ does, and on top that actually blocks some gens from getting rushed, preventing a survivor from working on the nearby gen as you pick up the survivor.
What does UW get you? At the beginning of the match it is worse than Lethal, in the middle of the match it is worse than every aura reading perk because it doesn't show exact location, and it has a long cooldown. The only real thing it does is give easy blindness. Which, i'll agree is annoying in solo queue, but i generally think blindness as a mechanic needs to be completely reworked.
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Here the main reason why us complain about Ultimate Weapon
Bbq : need to hook a survivor
Flood of Rage : need to hook a survivor on scourge hook
Nowhere to Hide : need to kick a gen
Lethal : active only for 9 second and after that boom become a support perk +2 second aura for others.
Ultimate Weapon : ......
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Brother you are mentioning perks that all have a requirement, UW is literally FREE, the power of knowing where all survivors are almost all the time is stronger than any of those aura perks by itself, not even mentioning it denyes enterely things like door openings in a 1v1 scenario, but also, in your head every blight, nurse or wesker its just using this perk because how bad it is? c mon.
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Kicking a gen is skillful? What about the myriad of survivor perks that do the same kind of thing? Windows? You don't have to do anything to activate. So saying "you don't have to do anything skillful to activate it" isn't really a good reason as there is a ton of stuff in the game that works that way. Is coup a problem? After all you "activate it" by losing a gen, seems like it helps you when you are losing. What about fire up?
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Kicking a gen is free, especially since the range is so far, i assure you that Nowhere to hide is far better as a tracking perk than UW is.
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Not only shows you where everyone is inside your terror radius, but also give them blindness, how that is worse than every other aura perk, more knowing than WoO is the most used perk by survivors...
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So i guess doctor is OP then? Since part of his power basically is UW on a shorter cooldown.
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Most balanced perk? Eh, not sure about that. But it's definitely nowhere near as strong as some claim it is. I still think that there wouldn't be quite as many complaints, if it didn't counter precious WoO but I will admit that I do have one issue with this perk. Its synergy with DMS. I don't like that part. Otherwise, I think it's in a pretty good spot.
If we have to nerf it, then make it activate when the killer opens the locker and make it go on a cooldown right there and then. Weaker killers would still get pretty much the same use out of it, while it wouldn't be as good on high mobility killers.
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Man, normally I tend to agree with your takes, but here I have to disagree with you.
Nowhere to Hide is 24m and lasts 5 seconds. On your typical killer moving 4.6m/s, that is a maximum potential AOE reveal of 2913m^2. This can only be triggered by kicking a gen, which you can't always proc. The gen might be regressing still, not even started repair, or be repaired, or you might be at the start of the game/end game where the perk cant be used.
Ultimate Weapon is 30s and the range of your TR. On the same killer with a 32m TR, moving at 4.6m/s this gives a maximum potential AoE reveal of 12049m^2. It's area covered where you know survivors are (or not) is over 4 times more than NTH. This can be used any time off cooldown which is only 60s, and can be used at start, middle and end game. It is completely in your control when you use it, and can be used to hold a 3-gen, tunnel a survivor out, protect your hex totems, defend you hooked or downed survivors, it's a very versatile perk due to its long up time.
The trade off is ofc that NTH is an aura and when you DO detect someone you are ofc closer so it's easier to capitalise. UW is a scream that warns survivors they're seen so the can pre-run, but is far, FAR more likely to be able to detect people, and is always available throughout the whole game. It basically makes the 2vs1 at the end a guaranteed slug win.
So the detection of UW has plenty of strengths compared to NTH... but if that was all it did I might be inclined to agree with you. However that isn't all UW does.... UW also blinds survivors for a massive 30 seconds... which ofc there is WoO, but the more severe issue is it kills ALL aura perks, including Kindred, AND also eliminates basekit Auras as well.
With UW in play, you are far more likely to accidently lead the killer to your teammates who may be repairing a crucial gen, or healing your dead on hook teammtes. It also serves as a pseudo-Knock Out that also can even hide hooks as well. You can easily be intercepted going for a hook or to heal a downed survivor and forced away, and now you're blind to boot... so you need to remember exactly where the hook/downed survivor is. This can easily cause missed flashlight/pallet saves and lost hook stages.
Ultimate Weapon is not a poor man's Nowhere To Hide. It is an exceptional perk when used to its max potential.
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The killer has to open a locker for UW and the reward is a scream notification which is much worse than getting an aura for a few seconds. The scream notification can even block information.
If UW causing survivors to scream in the killer's TR is such a problem, then so should Infectious Fright. And IF has no cooldown to speak of.
I've already seen a noticeable drop in UW usage since the bug fixes. It's not a bad perk by any means, but it's certainly not the info perk everyone is running.
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The killer would have to hook a survivor, go to a locker, spend a few seconds opening to trigger UW, and then the remaining duration of the 30 second DMS blocks a few gens.
They can work together, but I don't think it's really that notable.
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Just the idea of a Blight hooking someone and then rushing around the map with UW doesn't sit right with me but I see your point. It's not the worst thing in the world.
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Ah yeah comparing Ultimate Weapon with Infectious Fright, very legit.
How to activate?
UW : Open a locker
IF : Down a survivor
How Far Its Effect?
UW: Killer terror radius for 30 seconds
IF : 32 metres from downed survivor
I know, finding a locker need effort and sometime its not an easy job to do.
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I find it can be devestating on certain killer like a good blight or nurse. I also find huntresses and tricksters using it. It definitly is very strong as it has a very short cooldown. I don't think it needs a nerf though. Since it isn't anaura reading perk it's harder to get cross map hatchets with huntress. Only issue is the only actual counter is calm spirit which I hate running as it is never of much use to me.
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low quality bait but will explain nonetheless; all info perks have strict conditions or are behind high cooldowns and uw has neither of those. it needs its numbers tweaked like 5 seconds active duration and 55 seconds cooldown, still remaining at 1 min cd but user has to be more careful and not be able to reveal everyone in the entire map.
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killer players had to deal with object of obsession reading the killers aura at all times something that was abused by SWF for years. Can we get the same treatment and have this perk nerfed only after like 2 years like object of obsession?
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Doctor absolutely fine because that is his power, we talk about perk that can be used by all character.
- Nurse with Static Blast
- Blight with Static Blast
- Oni with Static Blast
- Wesker with Static Blast
All killer with Static Blast is not okay
Also don't forget, its easier to dodge Static Blast rather than Ultimate Weapon.
Static Blast only trigger once, Ultimate Weapon last for 30 seconds.
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Some killer TRs are shorter than 32m with only one naturally larger than 32m.
IF saw use on some killers around the time it came out, but it's slowly seen less and less play since there's just better aura options. UW is seeing the same thing now that it doesn't counter calm spirit or lockers.
Auras are by far preferrable to scream notifications. Screams are easier to hide against since the killer doesn't see where you go after the initial location ping and since the scream notification lingers for a few seconds can even hide your trail as well.
Then you add the fact that opening a locker often doesn't help defend gens or pressure survivors, so killers on a time crunch often don't have the time to interact with lockers. It's not like No Where to Hide where you can combo it with gen regression perks. The only other locker perk killers have is an aura reading one and there's no reason you'll ever run both.
UW simply isn't that big of a deal. Being a scream perk is really want keeps it in check since if was just blanket aura reading, you would never know the killer sees your aura and they would more easily track you upon the reveal. If you scream and gain blindness, you know to sneak away to avoid the killer since the killer only knows the general location.
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Go make a feedback post, no one holding you.
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The answer lies in the question "How is a survivor supposed to counter this perk mid match, and is it strong enough to for them to need to?"
The answer of course is they can't counter it, and yes it is.
The survivors have no real way of knowing when a killer has opened a locker to activate the perk and for most killers, their Terror Radius hitting the survivor is their first warning that the killer is nearby so they can't preemptively get in a locker to try and prevent the scream AND even if they could, UE has a 30s duration so hiding from its entire duration would be throwing even if it were possible.
Now... is it strong enough to require countering? Yes. Yes it is. Sure, screams aren't as good as aura reading, but they are far stronger than the info one would get from Whispers... another uncounterable tracking perk. Also the fact that Mobility Killers capable of traversing 32m in incredibly short amounts of time are incredibly common, incredibly strong, and can effectively mitigate the difference between screams and aura reading is just the cherry on top.
To be honest, when I first read the perk I thought it would only make 1 survivor scream per activation and thought that that would be a decent perk. The fact that it's 4x stronger than that is nutty.
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You have two counters.
You can Calm Spirit and not be bothered at all by the perk.
You can scream and pre-run, which puts you running at a min of 24 meters, which is too much for a normal killer to chase.
The killers that work around the pre-run issue, have other preexisting issues, and have always been complained about. Changes to UW won't address those killer specific complaints.
I find the perk nicely adapted to the issues the game presents.
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Had this against a Huntress.
She slugged the last, got UW and wandered the map. I could not hide from that.
This is a very strong perk.
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I'm assuming this was to me.
Firstly, I said mid match for a reason. Equipping calm spirit is a pre match counter. If you choose to run it, you run the risk of having a dead perk in your load out if the killer isn't capable of forcing screams. Actually a worse than dead perk because it has that action penalty for... reasons. You can’t just realize the killer has UE and then swap out your perks. That's not how the game works. So Calm Spirit falls flat as a counter to UE for the same reason that Shattered Hope did to counter CoH.
Secondly, pre running isn't a counter for two simple reasons. First, the killer still knows where you are and you're still blinded. The perk still had its full effect on you. Second, the perk can hit all 4 survivors and it is pretty easy to do that. Say every survivor pre runs. The 3 that don't get chased take a pretty short 5s to get back to what they were doing. That's 15s of survivor time the killer wasted with next to no effort on their part. If they take a bit longer? Say 10s? You're looking at the killer eating a third of a gen nearly for free.
Thirdly, sure mobility killers have issues beyond just UE, but UE makes them much worse. The devs have to balance the game around the fact that Nurse, Blight and Wesker exist. Not doing so would be beyond stupid. Sure, starstruck getting nerfed a while ago because of Nurse wasn't a fun time, but it needed to happen.
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No. I did not address you because you are clearly absolutely convinced of what you're saying, there is no argument to be had that will result in a movement of opinion by you on this topic.
The statement was in general, because I use the perk, and those things are what it does and how it is countered, by people that want to counter it in game, not via developer petition.
But, anyways...
We all bring perks we might get no use of, its just how the game is built, sometimes you guessed right, other times you didn't. Its like Rock, Paper, Scissors, if it had a developer who could step in and break your opponents fingers if they were harassed enough.
If Ultimate Weapon really messes your play style up so badly, you have calm spirit. You just equip it. Always, and you will not have to be forced to confront the issue. If you feel the downsides to calm spirit are so oppressive, rally some support to have it changed. I will sign that petition. Calm spirit should not have those downsides.
Pre running is a counter. You run. Killer chases. Or he just stands there and watches your use of "W". Incidentally since I play survivor, I do this as well. I often waste the killers time by holding "W". It is power. I don't know if its fun, but it defiantly uses up time for other survivors to finish generators so they can get back to the lobby.
Does Ultimate Weapon require effort to use, you mentioned. Not really( Map depending), but what does that mean? Does that mean Lithe needs to go? Sprint Burst? Blast Mine? Basically any perk that gets setup by a very common occurrence or event that is part of normal game play is prone to the too easy for the effort attack. And I do not want them messed with.
I'm not going to argue with the mobility killer issue. Nor do I want to. Those killers are just better. Its a massive advantage to run a killer that can cover the map quickly.
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Your whole post highlights a larger issue which is there should be significantly less tracking perks than there are. Especially for Killers like Blight or Nurse where you can be right on their position in a matter of seconds you can essentially know where survivors are at all times. UW also can interrupt actions like healing or totem cleansing which adds additional value to an already OP perk.
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I knew this would happen thank you youtubers or "content creators" 🤨
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I think it's fine for survivors to know the killers position at all times!
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This perk grants you:
- so many information
- for almost free
- with pretty small cooldown (compared to other perks)
- with crazy synergy with some perks such as DMS
- with crazy synergy with high tier / high mobility / high TR killers
- while unlocking nasty strategies (easy mode proxy camping, easy tunneling even after you lost injured survivor, nasty in endgame builds or 2vs1 situations)
- ...
This perk is literally the killer-sided version of MFT: it does too much for very low effort, and biased killer mains will defend it in its current state, just like biased survivor mains will defend MFT, KEKW!
🤣
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