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WEAVING SPIDERS DOESN'T WORK WHEN GENS ARE BLOCKED???

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Comments

  • Katzengott
    Katzengott Member Posts: 1,210

    Yup. Her appereance, sounds and voice matches very well together. From a character designer's POV, Sable is a 10/10!

    But her perks were the reason i only bought her with Iri Shards. For me, that's fair enough. Perks can get reworks in the future.

  • crogers271
    crogers271 Member Posts: 1,795

    Is this 236 unhook attempts or 236 games? Because if its the latter did you devote like 50 hours of your life to this test?

  • GeneralV
    GeneralV Member Posts: 11,130

    Yeah. I mean, my build is basically from 2017

    So is mine. Latest perk released in my build is Lithe.

    Yes, I agree it is difficult to create good survivor perks. But surely we can have something better than Weaving Spiders.

  • Dustin
    Dustin Member Posts: 2,306

    I used this perk for the first time and I actually felt bad using it. The only other time I've ever felt bad using a perk was Dead Hard but that's because it was old DH when it was broken. This perk is actually so useless and I didn't even get full value from it because a few gens were blocked. Worst part is I had to commit to it or the time I already invested into it would have been wasted.

    I admit I don't see a reason blocked gens should prevent this perk from affecting it. You're not adding charges to gens to progress it but instead you're reducing a value from the gen required to complete it.

  • Slowpeach
    Slowpeach Member Posts: 707
    edited March 16

    I don’t agree. I just think they aren’t creative. Even if they are only beginner friendly that’s still something. Wouldn’t hurt having more generic perks to help beginners too but anyway.

    Honestly though I think a large part of the problem is that many perks feel like perk tax. In solo you basically have to run Windows and Kindred and are taking a significant risk if you don’t. An exhaustion perk is considered mandatory by some to extend chases. So solo people really have one perk slot to spend.

    A while back I created a few for survivor versions of killers. I don’t remember them all now and I can’t retrieve them from here but here is what I remember.

    Joey had a perk called Niche Expertise which allowed him to mark 1/2/3 objects whether they be pallets, hooks, generators or totems in a colour matching which perk slot it was (green for first, red for second, purple for third, blue for fourth). Not amazing but useful for beginners or communicating without comms. You could for example tell players where basement was without comms. If playing with someone new you could help this way too.

    Susie I gave a perk called Silent Achiever. This is something I believe should be a base feature anyway but here we are… Whenever you or someone else is pulled off the hook, there is no loud noise notification. The interface and any perks related to pulling someone off a hook is delayed for 5/10/15 seconds. The purpose of this is anti tunnel. The amount of killers who immediately react to someone being pulled off the hook is ridiculous. Sure it won’t stop proxy camping too much and if they physically see you do it, it’s useless but it has potential. The killer can’t pressure as much if they can’t rely on the interface and a loud notification telling them ‘it’s time to tunnel’.

    Rin I don’t remember the exact details but I do remember I basically reversed what her killer perks were. I know the perks are the point here but I don’t remember the design idea. If pressed I’ll pull out my stuff again.

    For Philip I tried to create an alternative for windows. Witness to destruction I think I called it. Wasn’t happy with the name. In any case this perk tells the user whenever a pallet is broken, you get a notification when this happens and know where. If the user was in windows range (same perk numbers) they could see the aura of dropped or broken pallets. It has advantages and disadvantages compared to windows but meh.

  • popoles
    popoles Member Posts: 831

    Your math is not mathing...

    If you won't get off the hook 60 times (6 attempts per match; 10 matches), then the probability of that happening is 0.93^60 = 0.01285, ie. 1.3%. Which still isn't much, but it is still quite possible. (Not defending anyone though, just an fyi)

  • scoser
    scoser Member Posts: 488

    All of Sable's perks are trash. I've been trying all week to get the What Lurks Beneath achievement done and am even running Territorial Imperative to see if people go into the basement. No one ever does unless I've hooked someone down there already and they're going for the unhook.

  • Hexling
    Hexling Member Posts: 657
    edited March 17
  • crogers271
    crogers271 Member Posts: 1,795

    236 attempts, @popoles can correct me if I mess this up, but I think that's like 1 in 74 million (0.000000036).

    Not quite as unlikely as winning the lottery, but still not really reflective of what the perk will give you.

  • Hexling
    Hexling Member Posts: 657

    well that's what it gave me so idk what else to tell you.

  • ArkInk
    ArkInk Member Posts: 716

    I don't think there's anything anybody can tell you that'll change your viewpoint. Do have any evidence of this text's existence besides your own word?

  • Emeal
    Emeal Member Posts: 5,135

    I think it would be a good idea if this gets looked at fast. this should NOT be how such an important perk is designed.

  • Hexling
    Hexling Member Posts: 657

    Nope just note pad counting how many games it took I don't have any way to record gameplay. Was just curious one day and tried it and those were my results.

  • crogers271
    crogers271 Member Posts: 1,795

    Well, its not evidence of the strength of the perk, we have the actual percentages. You just got really unlucky and/or found a bug.

  • KayTwoAyy
    KayTwoAyy Member Posts: 1,699

    I feel like I'm late to this discussion...

    Has there been any official statement made about the design intent on this perk?


    I don't see a world in which this perk, or any invocation, is ever good.

    Invocations are Territorial Imperative and an Insta-Down Killer away from being instantly obsolete.


    Has anything been said about invocations? Can we expect that they won't be basement exclusive in the future? Maybe they have spawn locations on every map, and survivors with Invocation perks can hold down the secondary action button to reveal their locations? I haven't been following the roadmap too closely these days...

  • SoGo
    SoGo Member Posts: 1,253
    edited March 18

    When No Mither sounds like a better alternative (you know, THE meme perk) there is a problem.