The Amanda's Letter add-on for The Pig has been Kill Switched due to an issue with incorrect RBT count.
http://dbd.game/killswitch
I'm worried that Windows of Opportunity will be nerfed next
Now that Adrenaline is being gutted I've recently been seeing lots of killer mains on Reddit complaining about WoT. It's also the most used perk in the game we know that the devs have a history of nerfing perks based on their usage rate. They could nerf it in a way to make it disabled when injured.
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I'll admit that for many players including myself this perk is a huge crutch, and the game practically feels unplayable without it.
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If the game feels unplayable with out then you should really work on learning tiles and pathing. Also situational awareness helps with knowing which pallets remain and which have been used.
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I don't have the mental capability to memorize all the vault locations on every map and then remember which have been used per match. If Windows gets nerfed I will feel blind.
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You might surprise yourself with how natural pathing can feel if you take a little time to practice. Many survivors probably would. Things like this become second nature after a while.
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there the issue is there too many maps with to much tiles rng if maps where more like rpd where the tiles are not different and pallets rng was small it would not be a issue there maps where there 6 different variants of jungles jims placements like you can't make this up and that's not even considering the pallets at this point woo is as needed for most ppl as killers seeing gens auras and yes i can play out it but heavy rng in some map makes it too desirable to not to run it even as a veteran of the game
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honestly they should just make woo a basekit thing just like shadow born is for killers if ppl don't what to run it disable it in options
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You don't need to learn every vault location and pallet spawn. It's enough to have a general idea of where to go. That's part of the survivor skill expression.
And if you cannot get to that very basic level then that is in fact a skill issue. There is no shame in not being good at a video game but you should be able to aknowledge it. The game cannot be balanced for beginners or the very best players but only for the majority. Even old WoO (the one with the cooldown) would still help you out but you would need to put a bit of thought into playing, which I honestly think is fair.
In my opinion WoO should be active permanently as long as you're not in chase, then deactivate for a while when the chase starts, activate again after a while, go on cooldown and repeat. That way, it rewards you for playing well, helps you out in learning maps and still helps beginners. The exact durations, I'm unsure about. Maybe 5 seconds active time and a 15 seconds cooldown for starters.
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Devs listen way too much to playerbase opinions on balance. Has there ever been a complained about perk where the devs said it's fine.
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WoO should be nerfed slightly to be fair, it's a crutch perk that makes survivors a fair bit better in chase than they otherwise would be without it. Even bad loopers can just run from pallet to pallet to window to pallet against many killers.
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Yes, Object of Obsession back when it was busted.
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Hopefully Google Maps Entity Edition gets nerfed soon so I can stop going against people yellow pathing through every pallet on the map. It's painfully obvious and boring to play against.
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If survivors have found a perk that they find fun to use you can guarantee it will be nerfed.
Windows will be gutted.
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Wait, did they? It was nerfed only a few months after I started playing and I wasn't as invested back then, so I can't remember. But that's crazy.
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Good thing nobody likes Lithe and SB, right?
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I can see why WoO was strengthened once. It's clearly aimed at less skilled survivors, and has been adjusted to ensure they don't go down in a matter of seconds.
It's good, but with both the range increase and cooldown removal, it may have gone a little too far. I think it would be a good idea to narrow the range a little more. The cooldown seems to be more of a bottleneck for them.
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They will be nerfed too in time.
I guarantee it.
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Yeah they claimed it was not a good perk because it had a low escape rate but didn't realise the reason for that was because tunnelling them out was the only counter play and that their teammates most likely all escaped because of it.
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"Gutted" they took away two seconds of the speed burst with two changes everyone thought the perk needed. It's literally still a top 5 perk lmao.
As for WoO I don't think it'll get touched it does nothing that crazy it just gives awareness to unaware people.
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As an elder survivor main, I offer you this tip: When you start a trial and locate a gen, plan a looping route somewhere near that gen. If the killer finds you at your gen, you’re ready for it because you know what to do. As you become more secure in doing this, you can eventually link routes together—what we call chaining—and this is how your ability to loop without WoO will grow. In time, looping will become more seamless and intuitive for you. You’ll begin to recognize specific structures (tiles), categorize them, and understand how to best play them out of familiarity.
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If we’re going to use the argument that Windows should be nerfed because it’s a crutch perk then gen regress perks such as Pain Res, Pop and Grim Embrace should be given the same treatment.
Windows doesn’t buy you close to enough time as these perks do, especially when paired together. Literally making you do 6-8 gens worth of progress in a given match.What’s skill expressive about stacking slowdowns and giving yourself 5 more minutes to get downs?
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Adrenaline isn't getting gutted...
And Woo is mostly fine, but it can be annoying to deal with on maps with lots of palets (gideon), where you can easily spot who is running Woo and who isn't.
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Nerfing "WoO" is like putting a tombstone on SoloQ. I don't think they ever will2 -
Not really. Because for these perks to give you anything, you already need to progress. Pop won't activate, if you don't get your down and it's useless, if you don't go to a gen that has a lot of progress. Pain Res gives you less regression but it has the upside that you don't need to get to that gen first. In both cases however, you do not really crutch on these perks but you put in quite a bit of work for them to do anything at all. The same goes for GE. Although I wouldn't be against nerfing GE's synergy with DMS.
An argument could be made that 4 slowdown perks at once are a crutch and I would honestly not argue against it. But as combination of 2 perks, I don't see an issue here. Because you still need to put in quite some effort to keep the game from progressing faster than you. Especially when you consider that for every regression perk you run, that's one less perk slot you have to find survivors, keep chases short, stop them from healing or whatever.
WoO however takes no effort whatsoever to get value out of. I mean, how hard is it to hold Shift + W from pallet to window to pallet and occasionally press space. WoO completely takes away any chance for survivors to mess up their pathing. I'd be fine, if they played that way because they are simply that good but WoO does not need you to play good. It's quite literally a manual on how to run around the map.
Would you be fine, if Nurse's Plaid Flannel was base kit? I think that would be stupid. It not being base kit doesn't fix the issue, that Nurse is too powerful (or that maps are too strong in case of WoO) but at least the killer has to put some effort into playing, right?
Literally making you do 6-8 gens worth of progress in a given match.
That's a good point. But consider this; even with all that extra time the game somehow still works and survivors can and do win against that (granted, it's a lot harder). That means, that the base time of 5 gens is just too low. So that should not be the reference for a fair game.
The main reason I keep on defending slowdown perks is because the game doesn't really work without them. It's very easy to outpace a killer without slowdown. No amount of skill will help with this. The best M1 killer mind game of all time will not get you a hit or help you get the pallet, if a survivor has a check spot where they only need to wait. But that's how many loops are designed. Which is fine when the killer has the time to brute force their way through as long as they are quick with other loops. But that's simply not the case and it's also why so many maps need to have huge dead zones to be fair in that way. Which creates different issues again.
This is also the difference to WoO. I do not want this perk to be killed but to change it so that survivors actually need to put something into it to get the value. There used to be the argument that people use it to learn maps. If that is the case, then my suggestion shouldn't be too much of a nerf. Just keep track of 1 or 2 other loops nearby and you're completely fine. But at least you put some effort into it. If the suggested numbers are too much of a downgrade, then they can of course be adjusted. It's only a suggestion.
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solo queue doesn’t matter if you have situational awareness on the usage of pallets they will still surprise you.
Other than that I don’t think it will get nerfed because it doesn’t help bad players play better since you still need to run tiles correctly to get proper usage out of it1 -
If that is the case, then most of us will fight tooth and nail against that. I don't find this any more likely than a nerf to Brutal Strength.
There is no reason to nerf these perks at the moment. However, the game keeps changing and they might become an issue in the future. For example, it's very much a possibility that survivors will have increased movement speed in a few years. There is no reason for that now but we can't really predict what the game will look like in a few years. Look at STBFL for example (although personally I don't think it was an issue).
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This.
I think it should just be reverted to its second version. There was never really a reason to buff it.
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Gonna say it outright: Any killer player that thinks Windows is the reason they are losing are coping hard. The players that crutch on this perk are pretty easy to smack with most killer powers.
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I wouldn't worry about that. I 100% expect the perk to be toned down in the future. I think a little CD would do him a lot of good to balance him out a bit better and not always make him the first choice right away
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That's a really hot take. Even as a veteran player it is an incredibly strong perk, because you basically get to plan out your entire chase in advance and won't make any mistakes.
A great example is preschool, you know two pallets will always spawn in the school but you don't know which positions they will be at. So going into the school for the first time while being chased, going left or right is the difference between a down and extending the chase by potentially minutes. With windows, you pick the right direction every time
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What if basekit WoO would blend out the closest pallets and vaults, but showed you the farest away. This way you would have a general idea where the dead zones are, but hadn't pinpoint accuracy of all the pallets that are nearby during a chase.
I actually really like this idea, it might just be what soloQ and many mid-tier survivors need to feel comfortable to try ouit something else.
Also OP, do you really feel that Adrenaline has been "gutted"? Gutted usually means that it's innards, that make it work, were removed and all we were left with was its shell. I don't feel like it has been hit that hard, you won't heal after an unhook or run over the entire map, but its core parts are still intact, ie healing when the last gen pops during a heated chase.
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The problem with DH is not the nature of exhaustion perks though. It never has been.
It's more that it's so strong you need to play around it and it's combined with the worst kind of possible counterplay. That and of course the hate that carried over from pre 6.1.0 DH.
I can live with DH now. It's not 4 DHs every game (thank god for that) and it does no longer ruin the killer's early game, which is already pretty terrible. Although I still dislike the counterplay, so I won't rejoice about it.
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I do not use that perk since day one of me playing dbd even before they buffed it to use infinite so it wont affect me cause that yellow color throws me off badly but hopefully for those who do use it yeah, hopefully it do not but I would not be surprised no more either. Every perk for survivor is gonna be nerf. Things I already predict
Flashbang =no complaints but meh possible lol
Background player complain topics
For the people/buckle up =complaint topics
Lithe/Sprint burst=complaint topics
Distortion=complaint topics
Plot twist=no complaints but there is a special reason why I put this one in
I will also say once more killer mains do not look at things about a survivor perk how sometimes it benefits them the killer, windows is a killer perk sometimes because the baby survivor who runs it and is so scared to go down, throws every pallet in the game. Cant tell you how I actually love when survivors run it when am a killer and I can easily tell they have it, makes chases easier middle to end game since there be like no good pallets left thanks to the WOO user. I am glad no one in my swf runs this we all know where window spawns are lol. In solo que WOO users are as bad as flashlight users chasing down a killers with lightborn.
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I suspect BHVR would be very hesitant to nerf this perk, at least for as long as they can avoid doing so.
The reason being it is makes the game far more accessible to new players as well as being helpful for experienced players to see where they should run to (or not) next.
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I started using WoO with the release of Blight and the graphic overhaul. A lot of the maps became much darker by default and pallets harder to see. It's also almost a must in solo Q for me as no one can call out deadzones and it can also work as a little radar. I know tiles and how to run them. But only with WoO i can be 100% sure the pallet is still there and i have many option selects verse all killers.
Old WoO with the cooldown just did that for me, wouldn't mind that nerf.
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Its a new player perk (even though you need to grind and unlock a character for it) so hopefully it doesn't get the nerf-bat. Its not a problematic perk just b/c of how popular it is. Its just the new perk a lot of killer mains are crying about b/c they always want the 1 for 1 treatment where if something happens to a perk or killer they main/use, they'll want the same thing applied to survivors and something they main/use.
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The early of killers in general is pretty weak. You have no pressure yet, all the resources are still available and all 4 survivors are on gens. Then you start the first chase and it's 3 survivors on gens. This however still means, that they progress at a much faster rate than you could ever hope for. That changes however when you get your first hook.
Now 1 survivor has to come for the unhook and you chase someone else, so for a brief time only 1 survivor will actually progress. When the first down is delayed by DH however, it means that you can already lose so much time, that you cannot make up for it later on.
SB and Lithe in theory allow survivors to do the same, however they both have different counterplay. For SB, nobody forces you to follow them when they use it at the beginning of the chase. So you can just ignore them for a bit and see if someone else is a better target. If not, then you chase them away from their gen real quick and return to that first survivor, that is now exhausted. It's not ideal but it doesn't cost you as much time as catching up.
For Lithe, you have a similar option and can also try and zone them to prevent them from getting max distance. DH on the other hand comes in play exactly when the survivor needs it. Switching targets is not an option anymore because you've already spent too much time on that first chase. So you definitely need to counter it, which means waiting it out. That's pretty terrible counterplay and it also doesn't work when you know they have it (or you have to treat them like they have it) and they get near a pallet. Because then you need to waitand they use their DH shortly before they reach the pallet. Without DH you'd get a down here. But you can't hit them because then you risk hitting them with Endurance and you also can't wait it out because then they get the pallet. This is a lose-lose situation to which you have no counterplay.
In the early game this is horrible because it means that the survivors have more time work on 3 different gens at once.
I hope that explains it. My main issue with DH is and always has been the counterplay in combination with its extremely high pick rate.
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Just add the cooldown back to it. All it really needs. Knowing whats around you in a large area is already very strong but having that affect constantly? Should have kept it like it was.
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Are you referring to the counterplay of waiting it out?
Yes. It's really not fun and when it happens in nearly every chase it becomes so incredibly tedious. I'd rather play against SB, which is harder to counter (and it doesn't have the lack of counterplay at pallets) but takes an effort.
Also, SB's pick rate isn't nearly as high. It doesn't feel good when all the killers you play against use the same meta perks either but at least that's one killer at a time and you don't witness them first hand as often as a perk that is used by all 4 survivors pretty much every match. The sheer overexposure already makes it terrible. Wesker's pick rate isn't nearly as high as DH's used to be and you still see complaints about him for that exact reason (although it seems to have calmed down a bit as his pick rate decreased).
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It's certainly useful and your example is sound, but is it a crutch? I really don't think so. Nerfing that perk really just feels like shortcomings being blamed on something else. Your example also mentions Badham which is a terrible realm for killer to begin with, WoO or not.
This is my opinion and my experience, however. It might feel different for others. But I definitely call copium to some extent. Some people are just not as good as they think they are.
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