Ultimate Weapon Suggestions
Considering the devs roadmap that announced changes for this perk coming during the next anniversary and their busy design schedule, I figured I’d throw some suggestions in and see what the feedback was for the devs to consider before Summer.
Before going into my ideas, a few thoughts. UW was designed as an info perk and like other info perks, I definitely don’t think the precondition for activation should be cumbersome or unduly restrictive. But there are problematic aspects of the current kit that should be addressed.
So here are my thoughts.
[Vanilla]
Policy: The easiest way to change the perk without exerting a significant amount of time or to send the perk to the unused graveyard (where a significant number of perks remain) is to adjust the numbers. Keep the activation of UW between every 60 seconds (Current Version: 30 seconds duration + 30 seconds cool down [at level 3]) but change the numbers around.
Change: Whenever you open a Locker, Ultimate Weapon activates for 10 seconds: Survivors entering your Terror Radius scream and reveal their location to you. Those Survivors suffer from the Blindness Status Effect for 30 seconds. Ultimate Weapon has a cool-down of 60/55/50 seconds.
[Chocolate]
Policy: The perk’s concept is neat, but the execution is rough. So, to address some major concerns, limit the effect based on the who is in the TR.
Change: Whenever you open a Locker, Ultimate Weapon activates for 30 seconds: The first survivor entering your Terror Radius screams and reveals their location to you. That survivor suffers from the Blindness Status Effect for 30 seconds. Ultimate Weapon has a cool-down of 40/35/30 seconds.
Change #2: Whenever you open a Locker, Ultimate Weapon activates for 30 seconds: When the obsession enters your Terror Radius they scream and reveal their location to you. The obsession suffers from the Blindness Status Effect for 30 seconds. Ultimate Weapon has a cool-down of 40/35/30 seconds.
[Cookies and Cream]
Policy: The perk is problematic overall and so it needs a complete rework. You could keep it purely as an info perk or change it to be a debuff perk.
Change (info): Whenever you open a Locker, Ultimate Weapon activates for 30 seconds: Any survivor who looks at the killer (sees the killer’s character model) screams and reveals their location to you. Ultimate Weapon has a cool-down of 40/35/30 seconds.
Change #2 (debuff): Whenever you hook a survivor, Ultimate Weapon activates for 30 seconds: Any survivor entering your Terror Radius suffers from the Blindness Status Effect for 30 seconds. Ultimate Weapon has a cool-down of 40/35/30 seconds.
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That’s my thoughts. On a quick side note, I do think the blindness status effect needs to be looked at – right now it removes the aura of a hooked survivor. I think it should function like Pig's Face Mask add on, where the blindness effect does not hide the Auras of boxes (in this case it would be of hooked survivors.)
Comments
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This is the thing, blindness has always done this, and it's fine because usually blindness isn't easily applied for large amounts of time, but UW gives easy access to it.
I still think people downplay how useful this perk is on the right killer, I recently concluded this perk isn't as overpowered for skilled survivors on anything short of Nurse and Blight, but it decimates low tier players against any killer that has decent snowball power.
My personal vote is Vanilla 1. Have the perk require the Killer to be somewhat thoughtful about when they use it, not just unga bunga throw it up and go, blinding the whole team as they tunnel/camp their target.
Whenever you open a Locker, Ultimate Weapon activates for 10 seconds: Survivors entering your Terror Radius scream and reveal their location to you. Those Survivors suffer from the Blindness Status Effect for 30 seconds. Ultimate Weapon has a cool-down of 60/55/50 seconds.
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Great points! That's why I included a couple different variations of possible solutions. Thanks for the feedback.
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Mmm...
"Vanilla" is a frankly bad idea due to how it goes against what we all want: Killer variety and validity even at higher MMR.
Making the perk last only 10 seconds would...you guessed it, make the perk effectively worthless on Killers without insane mobility (So most of the cast except Blight, Spirit and Nurse). New perks (and old perks) need/should to be designed around being useful for the low-tier Killers without making the powerhouses even more powerful. It's part of the reason I'm pissed about them killing STBFL next year: STBFL is one of the handful of perks in the game that is good on most low/mid-tier Killers and effectively useless on Nurse & Blight due to their utter reliance on their M2, killing this perk will greatly reduce Killer variety outside of bottom MMR.
"Chocolate" #1 would make it pretty bad as the location reveal is unreliable even now and Survivors have ample time to move/hide before the Killer shows up, making it affect 1 Survivor only might also promote tunnelling to some extent (you lose sight of a recently unhooked Survivor, open a locker so they scream since they are still close, continue tunnelling).
"Chocolate" #2 literally just turns the perk into a tunnelling perk and no ones wants that, there's a reason Dying Light was radically changed from it's release version.
"Cookies and Cream" (debuff) is straight up worthless as Blindness (arguably the least useful status effect) without info is effectively useless, the only reason why Third Seal is even remotely useable (and even that's laughable as a Hex) is because it has no duration and forces Survivors to look for the totem if they want to see hooked/downed teammates.
"Cookies and Cream" (info) is actually a decent idea on paper however we all know it wouldn't work half the time just like Ghosty's reveal mechanic (dude's 10 feet away or even mid-chase and sometimes looking at him won't reveal him). The game's detection of "line of sight" is simply not good enough for perks to work on direct sight alone.
In my opinion it should just be changed to address what 90% of complaints are about: it's almost always active. So just make the cooldown much longer (like 80-120 seconds instead of 30) to give more room for Survivors to hide and keep their aura-reading perks. The Blindness effect could honestly go or be reduced honestly, it doesn't do anything against Survivors that have a little experience and one of the goal is to reduce how much of a noob-stomper the perk is without killing it (frankly a small margin).
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Problem is, the perk by it's very nature is only gonna be good on strong mobility and snowball killers. Even in it's current form it is only really problematic on killers that have the mobility and the chase power to capitalise quickly on the consistent information it brings. At low tiers this pool of killers increases, but it's still only the killers with good map mobility and/or strong anti loop that really benefit.
Changing it to have a longer cooldown and/or removing the blindness still creates the same issue, with either or both of those things changed, it won't give enough value to worth a damn for anything short of the top tier killers.
If we truly want to make it not a top tier killer perk, the bubble following the killer has to go, as that is the part that gives more value to the mobile killers, however then you have the problem of the perk being kinda trash in general... so short of that, at least hitting the up time means that killers regardless of mobility have to use it when they have a specific area they want to check in mind, rather just throwing it up and sweeping the entire map.
It'll be more valuable on mobile killers sure, but not oppressively so, and will at least still retain it's more niche uses for tactical defence of totems, or cleverly timed defences of 3-gens or unhooks.
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Info perks will always be better on mobile Killers due to their ability to capitalize on that info. BBQ and Darkness Revealed have the same "weakness" as only fast/teleporting or ranged Killers can get full value most of the time.
However killing the sheer active window won't change much for the powerhouses since they can traverse most maps (and almost guarantee at least 2 procs) in those 10 seconds while slower Killers can hardly make the distance, for them they would only get value if a Survivor was already in the radius and it immediately started a chase.
Low-tier Killers need good perks to help them without the top-tier making them overkill. Nerfing the perk like that would only do the opposite of what the goal is: have a good perk that all/most Killers can use regardless of strength.
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I don't disagree, but it seems you've hit the nail on the head. If we have a strong info perk, we're damned regardless. Both sets of changes we've put forward hit the same issue, it's better for top tier killers, worse for lower tier killers.
The problem with extending the cooldown is you basically make it a perk that you have to captialise on for the short time you have it available. Low tier killers will struggle to get that value, so it's pointless to run it, they'll benefit more from a more consistent perk rather than a risky perk. High tier killers can capitalise on that window, so they can afford to take the risk for the reward, so they're the ones who will run it.
Removing the blindness is probably the suggestion that makes the perk the most consistently useful across the board. The only thing the perk gives with this change is a scream notification for anyone in range, and nothing more. It's one use would be for making it easier to tunnel a player out of the game if you lose sight of them off hook while doing other things, which is something high mobility killers do more effectively already cause they can get back to hook fast off of applying pressure elsewhere.
Ofc the elephant in the room is by doing this, your slow killers will cause nearer survivors to scream, so the target they are after has a warning UW is up, and so can jump into a locker and hide, whereas your mobile killers will be too fast for them to have a reasonable reaction time... so you still get a divide, and ofc UW has questionable value without the blind as well, making it a big question again whether it is worth running it on low tier killers (probably not).
This is why I lean the uptime nerf route (though personally I'd be aiming for 6-8 seconds). To my mind, UW should be a supporting search tool that doesn't replace your game sense, but allows you to search a locker if you suspect someone is hiding nearby without incurring a heavy search time penalty for doing so.
The blindness is something that benefits intercepting players coming for saves off hooks if you time it smart, however with it being short it's similar value for all killers, something you have to predict and guesstimate, rather that just stick up for 30s and remove all htought of your own.
The shorter uptime of ~7secs to my mind allows for skillful use of the perk, while keeping the obnoxious unga bunga power out of exclusively the high tier hands.
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I frankly don't understand how making UW last less than 10 seconds will keep the "unga bunga" power out of the high-tier...it literally does exactly that by making the window too short for almost any Killer except the top-tier ones that can move that fast.
I don't want to have to play top-tier Killers and/or play scummy in order to compete outside of low MMR.
I don't want to face the same 5 Killers when in higher MMR. The game would get boring.
Most of the complaints about the perk is about the fact it's almost constantly in effect due to the relatively short cooldown. Make the cooldown bigger and most of the complaints go away.
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Well I'm not convinced you've done the maths, but I'll come back to that. Let's address your cooldown increase first.
Yes... the complaints go away, by virtue of the fact the perk is literally useless to all characters except the top tiers, and even then its questionable. A coordinated team can crank out gens inside 4 to 5 minutes. Let's assume you buy about 3 minutes of slowdown. With a 90-120s CD you're getting between 5-4 uses throughout the entire game... to say this a scream and a blind, not exactly massively huge value for any Killers that can't close down that scream rapidly, and even for those that can, they'd probably be better with NTH or BBQ and Chilli.
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So your complaint against a shorter up time is that this up time only works for high tier Killers who still get full value out of it.
I suggested 6s, so taking Blight who has the best map traversal in the game at 9.2m/s and a 32m TR, he can cover an area of 6,749.79 m² within 6s at absolute best. Your average map is about 10'000m². This seems pretty busted right? 66% of the map?
However, it is of course assuming he can run right through without obstacles and withour stopping, most smaller maps have a large building in the middle that has no straight path through. At best, I'd guess Blight can only realistically cover about 55% of the map; on average I would guess maybe 40%-50% or so. This means it's entirely plausible he gets nothing from it if he just uses it straight off each hook. It's entirely possible for him to completely miss the last survivor for hatch. This is also assuming that survivors don't hide in lockers... and only having to wait 6s is far more achievable than having to hide for 30 seconds.
So what about your average killer? Your average 32m TR 4.6m/s killer gets an area coverage of 4,983.39m² at best... this isn't that much less that Blight really, and still 50% of the map, maybe 45% given map layouts. On average I'd expect about 25%-35%. So as long as you don't Unga Bunga it off hook at use it when you're getting near to where you think survivors are, you can absolutely use it to a similar degree as Blight and Nurse with this change.
As I said, my goal is to make UW a search assistance perk, one that builds on top of the killers natural game sense, you use it when you think a survivor is nearby, but not sure where. You can also use it strategically when you predict survivors will make a move to unhook, or to try and break your 3-gen, or just to spread blind. This all makes the perk far more interactive instead of just through it up any time it is available.
This will probably be a little undertuned is the concern, but it'll still find use in a competant players hands, and for specific niche scenarios.
I'm not saying my solution is better BTW. I actually have a concern this uptime is too punishing and might kill the perk. I'm just saying that increasing the cooldown doesn't achieve what you want either, and of the 2, I think the shorter uptime is the one that bridges the gap between upper and lower tiers the most.
Post edited by UndeddJester on1 -
I personally would want Chocolate #1. From reading the description,that's what I thought it did and thought it would be decent. It's still a little crazy to me that it's 4 times stronger than I thought.
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This is also a nice change, and actually rewards Killers who pop it within a group 😁
Edit: Would need ignore hooked survivors in that detection cut off though... maybe downed survivors too.
Post edited by UndeddJester on1 -
Thanks for the feedback! I certainly wouldn't mind keeping the perk's strength but limiting it the first survivor. It reduces the overall oppresive feeling but keeps it a viable info perk.
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Yeah, I feel like it wouldn't be hard to precondition the perk to not activate on a survivor who has just been unhooked.
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