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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

  • ShowNoMercy
    ShowNoMercy Member Posts: 57

    That roadmap isn't guaranteed peanits said that too anything could be changed in that time.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    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.

  • Hexling
    Hexling Member Posts: 657

    Hmm sounds just like camping at end game with myers add ons or a mechanic that sounds like mud puss.

  • Hexling
    Hexling Member Posts: 657

    It will get nerfed then sprint burst and lithe will be next. Because why have to try to get kills.

  • CatnipLove
    CatnipLove Member Posts: 1,006

    I'd like to think BHVR has moved on from nerfing perks purely because they are popular. But maybe I'm being too optimistic.

  • pale_hispanic
    pale_hispanic Member Posts: 149

    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.

  • Sava18
    Sava18 Member Posts: 2,439

    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.

  • solarjin1
    solarjin1 Member Posts: 2,222

    i remember the fit people threw when they thought windows got shadow nerf.

  • JudithMorel
    JudithMorel Member Posts: 562

    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.

  • Mazoobi
    Mazoobi Member Posts: 1,568

    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.

  • IamFran
    IamFran Member Posts: 1,616
    edited December 2023

    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.

  • D0NN1ED4RK0
    D0NN1ED4RK0 Member Posts: 815

    Speaking about pickrates how do you guys expect the devs would react if let’s say bond was the top most picked perk

  • Astel
    Astel Member Posts: 661
    edited December 2023
  • WorthlessBeing
    WorthlessBeing Member Posts: 378

    There's no point in being afraid of the inevitable.


  • ShinobuSK
    ShinobuSK Member Posts: 5,279

    the overload of aura made me stop using that perk long time ago. Its just too much to ignore, very off putting tbh

  • UndeddJester
    UndeddJester Member Posts: 3,486

    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.

  • MikaelaWantsYourBoon
    MikaelaWantsYourBoon Member Posts: 6,564

    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.

  • Gabe_Soma
    Gabe_Soma Member Posts: 276

    90% of killer perks turn unskilled people into 4k'ers without any effort.

  • xEa
    xEa Member Posts: 4,105

    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.

  • Katzengott
    Katzengott Member Posts: 1,210

    Personally i wouldn't mind if they bring the old version of WoO back. You know, the one with the cooldown.

  • egg_
    egg_ Member Posts: 1,933

    I don't disagree

    You should open a thread about it so I can comment on it too

  • Xernoton
    Xernoton Member Posts: 5,883
    edited December 2023

    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.