WEAVING SPIDERS DOESN'T WORK WHEN GENS ARE BLOCKED???
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no I actually ran it as a test
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This is 100% correct. The outcry about the Survivor-portion of this Chapter would be far higher if Sable would not look like she does. If it would have been someone like Haddie who gets those Perks (not that Haddies are that good either), there would be more complaints. But a bunch of people is happy to get a pretty Skin when playing Survivor and thats about it.
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And to think there was a time when new Chapters had decent perks for survivors.
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Except in the old version, it + 15 charges, which adding progress.
The new one is to cut down the maximum charges. Means a Gen is at 85/90, make it 85/80 which should be completed.
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Yeah. I mean, my build is basically from 2017, because the "latest" Perk released in my Build is from Bill (Borrowed Time). So my build features no Perks in the last 6 years... Simply because most are not worth running. The last Perk I considered (aside from MfT ofcourse) was Reassurance, the PTB-Version was decent and would have been an effective Tool against camping.
But, to be fair - I think it is harder to create good Survivor-Perks, because they need to be universally good. Killer Perks dont need to be universally good to be used, when at least some Killers can get use out of them.
E.g. Iron Maiden is not a good Perk, but can be good on Killers who have to interact with Lockers anyway. Or Rapid Brutality (the Perk which gives 5% Haste after a Hit, but disables Bloodlust) is not really strong, but a Killer like Clown can make use of it (and I have seen it being run on Clown).
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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.
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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?
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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.
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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.
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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.
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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)
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Yeah but if I were to work on a gen, I wouldn't spend 120 seconds in the basement and not even finish a gen but only give it some extra charges. With the downside of being broken for the rest of the game.
That perk is already beyond bad. This might make it the worst perk in DBD.
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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.
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236 hook attempts... so like 40 games
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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.
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well that's what it gave me so idk what else to tell you.
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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?
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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.
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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.
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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.
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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...
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When No Mither sounds like a better alternative (you know, THE meme perk) there is a problem.
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