Why is everyone using Windows of Opportunity?
There must be a reason for it?
Comments
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Because it's good perk? What reason you are looking for it
It's like asking why killers are using anti-gen perks
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This perk deserves a nerf then.
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Anti-gen perks deserves a nerf then.
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I dont quite understand what answer you are expecting from this tbh.
It's a perk that shows what pallets have and havent been used; in SoloQ it helps you from running into complete deadzones created by teammates wasting pallets.
It's a good perk, not necessarily OP or too strong, but it has a utility many people see as necessary, kind of like old Borrowed Time.
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You fell for the bait.
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Well, yea, actually you are probably right.
Kind of makes me miss Sluzzy a bit... only a bit.
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This is the gen-rushing meta at the moment. Because DEVs nerfed everything about survivors and mostly chase perks, you have to gen-rush and put anti-gen rush perks. And also people are using WoO because of the Solo-Q and gamble MMR. And also since most of Maps are all about deadzones now, you have to see which pallet is still up with WoO on Solo-Q. This perk is not problematic, I don't understand why killer mains in this forum are always complaining about literally every survivor perk in existence, few days ago I see a dude was complaining Hope. I don't really understand this killer community, they're currently experiencing their strongest prime time and they think only the survivors they face against are SWFs. Solo-Q is literally a misary at this time.
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I don't understand people crying to nerf high usage perks.
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Because it's got a high return for low effort. Quite simply it drastically reduces your chances of making a bad chase ending mistake, without requiring a lot of effort.
While it is just an info perk, it always ensures players are running to the nearest window or pallet to put between them and the killer, and accommodates a very lazy play style for casual players.
From a high level standpoint, it's not that great beyond knowing what spawns are pallets are still available, but for your average scrub player like myself, it can buy you significantly more time by just unga bungaing to safety.
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Multiple reasons:
Its good training wheels for looping
Its useful in soloq
Its synergies with many perks
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When a popular perk gets nerfed, then another rises to take its place. There's been many meta survivor perk nerfs over the last 18 months, and Windows has just climbed the ladder of usefulness behind them.
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You could make a case for it to be the strongest solo survivor perk in the game. I use it a lot because even if I know where the closest pallet is when in chase it could be gone, and that is why this perk is so good. Being on a gen and see my loop options for when killer comes is very helpful.
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Yellow pathing >>>
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It's a good perk for newcomers who try to familiarise themselves with the maps and learn how to do good loops.
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Survivor perk: *Does literally anything that helps a survivor*
Forum killer: "Need nerf"
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Blindness status effect will cripple WoO users, it’s hilarious when it happens lol
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Because... Why not?
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WoO is a perk that shows how OP the resources of the maps are really, It is strong, but it is only because of the OP maps and the non-communication in solo Q, when it's preventing you from getting in bad positions just because of lack of information, as such it is a tool, if it is problematic, it also show that everybody is getting better at the game :
"Any tool is a weapon if you hold it right. - Ani DiFranco"
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i think WoO should be basekit for survivors. Killers see gens and hooks survs pallets and windows.
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In that case why can't killer see survivors and survivors see gens ? (I think it might be too much info) Edit : might as well make the wallhacks useless, NO ?
I dont' think it is the right solution...
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Because it's a perk you can turn your brain off to. It makes finding and connecting loops substantially easier.
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Over-exposure. It get's boring to see and go against Pain Res and Pop every game, just like it get's boring to see and go against WoO, DH, SB - Whatever.
Doesn't mean they should get nerfed, but over-exposure does have a lot to do with it imo.
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Lets see the maps added/changed this year.
- Shelter wood changed with Skullmerchant main building added. The layout of the map is changed.
- Mother dwelling reworked.
- Temple of purgation reworked.
- Toba landing added, with new types of gym title
- Blood lodge layout changed.
- Gas heaven layout changed.
- Fractured cowshed layout changed.
- Rancid abattoir layout changed.
- Nostromo wreckage added.
- A new variation of Coal tower added
- A new variation of Groaning store house added
- A new variation of Ironwork of Misery added
- A new variation of Shelter woods added
- A new variation of SuffoPit added
- Shattered Square layout changed
- Hawkin added back to the game
Survivors need to know chaining paths between title to loops/mind game effectively. While killers dont need to remember the titles but to learn mind game at the current title from there.
Trapper no more able to set traps at titles but rather chaining paths between title. Its really necessary for him to use Zanshin tactic to recognize the chain path, with alot of new maps to learn, Im no more able to main Trapper.
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I dropped it for better alternatives
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As a killer main I think it's okay all it really does is even the playing field between survivors that know the maps and people learning the game. I'd much rather they had windows than an exhaustion perk, dead hard, ds, otr, adrenaline or hope
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How can WoO can be a problem? Just for able seeing the pallets and windows doesn't make you a loop god. DH? Activates twice in a game, gamble to use sometimes because of the delay. SB? Requires skill to play for to get value of it, it's not like that disgusting uncounterable perk called Ultimate Weapon. I guess you don't see the current situation of the game. This game is killer-sided, only thing can destroy killers is a cordinated sweaty SWF. Solo-Q is literally dumping ground, no-one gives a fly about it. The perks you told me are literally domitaning solo-q, why? Because of the gamble mmr and the teammates along with it, you can't do anything. You can't compare them
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You forgot the fact that literally every map is a deadzone because of those whining streamers
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For most perks, sure. But for WoO there's not really any clear indicator that you're going up against it. You'd notice perks like DH, SB, Adrenaline, UB, etc, because you can actually see them in play. With WoO, you'd never know if a person had the perk or was just familiar with the tiles.
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Literally everyone complains about map layout and map RNG.
Yet it's surprising that a perk that helps mitigate the impact of that RNG is popular?
You can only run into an area, only to find that 'oops, the map just didn't generate that pallet, so you're in a dead zone lol' so many times before you equip the literal only information perk in the game that can help you avoid that.
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WoO is fine, it would be ridiculous to nerf it.
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Please dont witch-hunt me...
- To learn maps
- To know where pallets are and in what state (dropped or not) they are
- To automatize survivor - chase gameplay
These are the 3 reasons of why survivors use windows of opportunity.
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"whining streamers" are developers now? Thats new to me.
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Victim behaviour is strong in this post. Please be more reasonable.
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WoO replacing MFT...in complaints
so predictable
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because it's comfortable. i never thought it's a strong perk, i don't find perks that don't provide anything you wouldn't have without the perk very strong. woo, spies, sadako's comb add on etc.
Post edited by NerfDHalready on1 -
Dont speak of him... You might reanitmate an old evil.
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balance?
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There are two main reasons
Some people run it so they can know which pallets are still available and haven't been thrown by their teammates.
Other people run it because they are bad at running the killer and they need a big yellow "run here next" sign.
You can usually tell the difference because the second type will sometimes just beeline to a random z wall and then panic
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Did you miss the part where I said that doesn't mean perks have to get nerfed? The only thing I said was people don't like going against the same things all the time. I wasn't comparing them in terms of strength, either - Just how often I see them. Calm down, buddy. I didn't say a single thing about balance.
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That's fair. For WoO, I can kinda guess if they avoid broken pallets, but that may be comms or just good game sense. I do see it a lot in the endgame screen, but that may be confirmation bias.
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There is a third reason.
Some people use it to actually learn maps.
Its a minority, but they do exist.
To that i have to say: the tutorial should have a "check out the map"- function where new players can learn map layout and main buildings. This job should not be locked behind a non-base game character / perk.
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No, they aren't popular for the same reason.
WoO is popular because it let you play with the autopilot brainless mode.
Gen regression perks are popular because without them the third generator is repaired just after the second hook in a lot of scenarios.
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Sir/Ma'am... I am hitting F for you. I will work on resurrecting your inner Evan. <3
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Not really.
Both perks are helpful for different cases.
If we are gonna nerf these perks, then anti-gen need to nuked as well.
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That is also my take on it. I dont run WoO myself, but I can understand why people run it. And I am pretty sure I also got downed in situations where WoO would have helped me, but I am also very sure that the Perk I took instead of WoO helped me to survive in other games.
And I never was really frustrated when going against someone with WoO. And since it is a Perk which bridges the gap between Solo and SWF a bit, it is a good Perk overall and it is great that it is in the game.
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True I forgot that it's also a good learning tool
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WoO can be really obnoxious at times, when you feel how the survivor is going on autopilot. These specific kind just bee-line to the next pallet, drop it and bee-line to the next and you as the killer can't do anything about it besides breaking chase. In essence, this turns the game into an interactive movie, where you just follow the script and press a button intermittendly to proceed the script. Its boring as hell.
But not all WoO users play like this, most use it as a sort of radar to see whats going on in the trial: there is a pallet being thrown over there, there is a dead zone over there, the injured person is close to a pallet, so maybe they can go down under it, "OMG that other Meg is throwing every single pallet on the map one after another, maybe I should let the killer injure me and take the chase, otherwise we will be out of pallets in about 1min" etc.
I really think that info perks are the least of our concerns, info is important and info is strong, but info also leads to interactions and more fun aspects of the game. Usage percentage of a perk should never be the main deciding factor if something got to be nerved, we don't need a 6.1 meta shakeup every 6 month, thank you. What should be looked at are individual perks that are overtuned and that are breaking too many rules at once. DH and MFT on the survivor side and Eruption and old Thana on the killer side, for example.
WoO is not such a perk, even though I hate the way some players auto pilot with it, but that is more of a nuisance then a soul killing torture like old DH was. A kina comparison could be made with Ultimate Weapon that as a whole isn't as OP as some players claim, just very stressful at times to verse. At heart it is a strong info perk that gives a momentarily round about check where everyone is, but you don't see any aura and unless a scream happens right next to you, often times the survivors will have booked it by the time you arrive at the scene, BUT it keeps the game from getting stale and moves things along, leading to chases instead of the killer stumbling along aimlessly with 2-3 gens popping unopposed. The only real scenario where the perk is unfair is in endgame with 1 person left, as it trivialises any gate play and I wouldn't mind it loosing that part of its power. I do love the way blindless messes with WoO users, though, so I really wouldn't want to keep that, but in the end that could go, too, I only really care about the one time scream. (Oh, and the way it interacts with Pig Boxes etc. Thats probably unneeded, too).
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Kind of feels that way already with the insane power creep in aura perks over the last couple years
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Considering its used for seflish chase builds, its primary a chasing perk.
Don't let anyone tell you newbie Survivors are using this perk, they're using Selfcare and only Selfcare.
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Devs solution to Map balance = more Dead zones.
Survivor answer to more Dead zones = Windows of Opportunity.
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