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I'm afraid for windows of opportunity nerf
I'm just scared. I have a bad feeling that this perk will get a nerf and its inevitable. I know a lot of survivors uses it and I use it too for a lot of reasons but please don't nerf this perk. This is my only option to play in solo q.
Comments
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Its not on the roadmap and tbh it's a perfectly fine perk.
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That roadmap isn't guaranteed peanits said that too anything could be changed in that time.
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I mean even if they nerf it, what they can do for most? They will just revert old version. But i doubt anyway.
Maps are problem, not perk.
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Did you consider learning pallet spawns & map layouts?
The most annoying thing about that perk is that it turns even bad survivor into ok-ish loopers because they just brainlessly follow the yellow path
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Hmm sounds just like camping at end game with myers add ons or a mechanic that sounds like mud puss.
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It will get nerfed then sprint burst and lithe will be next. Because why have to try to get kills.
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I'd like to think BHVR has moved on from nerfing perks purely because they are popular. But maybe I'm being too optimistic.
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This has little to do with solo queue. People somehow managed to find pallets without WoO too, so this is a poor excuse. Let's face it, WoO has turned from a perk that arguably helped you learn maps into a crutch that ensures you will always find another pallet to pre drop.
There was a time when you could immediately tell when someone was inexperienced because they never looked behind themself to see where the killer was. Now that is pretty normal because you only need to look out for yellow. This is so engrained in the play style of many survivors, that they immediately go down, when it doesn't work. This one perk is the reason that blindness has become the single strongest status effect. The people that are used to WoO haven't actually learned how to play the game but to play the perk. If that is not a reason to change it, I don't know what is.
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It’s not on the roadmap so don’t worry. I think it will get nerfed eventually with how high it’s usage rate is tho, but that will be more then 6 months from now.
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It's biggest use is knowing what pallets have been dropped by your team, I know every pallet spawn in the game but could very well run myself into a dead zone by pure bad luck.
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i remember the fit people threw when they thought windows got shadow nerf.
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true
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thats the problem.... why nerf perks strictly off usage rates? windows isnt even problematic. It literally just aids newer players and helps know where dead zones can be.
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It does more then that though. If i’m not mistaken it has an absurdly high usage rate at every single level of mmr. Its not just useful for new players, its good for everyone. I don’t really think that means it deserves a nerf but its definitely more powerful then people say it is.
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it definitely doesnt deserve a nerf.
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WoO simply bandages the lack of transparent info on map resources when it comes to soloQ compared to SWF.
Even if WoO has become a "crutch" I don't necessarily find that a bad thing as it's hard to identify the remaining pallets left on a map toward late or end-game so this is usually out of a player's control especially if you're on an indoor map. WoO prevents players from getting punished for accidentally running into a dead zone because their randoms decided to drop the pallets at 5 gens making it useful for even skilled loopers since it'll guarantee a path. Imo, I think this may be the priority reason why players still run it.
OP doesn't need to worry though because WoO has been away from the nerf radar.
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That perk will be nerfed for sure, so be prepared. That's the reason why I stopped using it months ago, because if you are too used to play with the autopilot brainless activated you will have a bad time when the nerf come. A well deserved nerf imo.
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Speaking about pickrates how do you guys expect the devs would react if let’s say bond was the top most picked perk
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They will nerf bond of course.
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There's no point in being afraid of the inevitable.
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Self care nerf when.
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the overload of aura made me stop using that perk long time ago. Its just too much to ignore, very off putting tbh
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I still think having a 20s cooldown on pallet drops/vaults makes the perk better for learning maps, and more fun and engaging to use.
In it's current state it feels like a training wheels perk, that unless you ditch it, you'll never learn to ride a bike.
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So the case you are telling just shows this perk helps bad and average survivors. And these survivors are having most trouble in game. Do we really need to make game even more painful for them?
I am rarely seeing this perk in my games because survivors are using most effective perks like second chance or chase or genrush which makes matches harder for me. I'd gladly take WoO users more.
Anyway, like i said. WoO is not problem here. Maps are so strong for survivors.
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90% of killer perks turn unskilled people into 4k'ers without any effort.
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That is not the main reason why people use that perk. Solo players often cant know what teammates are doing - including droping pallets. SWF can communicate that, Solo need a perk slot to compensate.
If anything, this perk should be Basekit for solos.
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Personally i wouldn't mind if they bring the old version of WoO back. You know, the one with the cooldown.
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I don't disagree
You should open a thread about it so I can comment on it too
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Then we'll have to agree to disagree. A perk that completely changes a survivor's play style and makes them rely purely on it will never be healthy. Ideally, both survivors and killers should learn maps. WoO completely takes that away and also allows inexperienced survivors to to indulge in a fun match of "Shift + W and pre drop every pallet".
I do not enjoy that. If someone can loop me for 5 gens, then I'll at least have some interaction. But WoO turns both the killer and the survivor into bots. The funny thing is, that you find many survivor mains claiming that the game isn't fun anymore and I would not be surprised to see WoO as a staple perk in their builds. So I think it makes the game less fun on both sides.
If I only wanted to win, then this would probably be quite easy. Just use something to apply blindness and see how these players absolutely cannot play without their favority crutch. I've seen survivors run past every filler pallet on the map because they weren't marked in yellow and then complain that maps are killer sided. Sometimes survivors with thousands of hours. Because they completely relied on this one perk.
I suggest reverting it to it's old state, or changing it so that it goes on a cooldown once the chase starts and then activates again after 25 seconds. That would still fix the issues of running into dead zones but it would also take away the ability to crutch on it.
I agree that everyone, who crutches on WoO is a bad player. The only problem is that I've seen survivors with thousands of hours more experience than me crutching on it. It trivialises the chase. That is useful for pretty much every public lobby you'll find.
I would love to play against people that are genuinely good or even better than me in chase (I could learn a thing or two after all). I know that they do exist but I also know, that playing good is meaningless. Playing effective is how you win games and WoO is effective. If maps were fair, then WoO wouldn't quite as bad of an issue.
But tell me, do you have any trust in them, to fix their maps? Because I don't. Every last bit of optimism I had in that regard disappeared after their latest map rework. It's becoming more and more clear to me, that they just randomly make changes to a map and hope for the best. Because they don't know what makes a map too strong. Too many resources? Just look at Borgo with its 18 pallets! Too big? Mother's Dwelling had almost the exact same size after its first rework. Overpowered and very well connected main building? Garden of Misery still has that issue. Making a map killer sided? No problem, we'll just remove all the resources from one half of the map.
If I were to go back 1 1/2 years and take every map rework since at face value, I'd probably have about a 50% rate of failure.
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