Windows of opportunity is damaging the game.
Windows use rate is now at 35% usage rate, meaning that it's guaranteed that minimum one survivor will have it and at worse every survivor will have it. But on average 2 to 3 survivors WILL have windows equipped. This somehow beats out pain res and pop as those perks have 28% usage rate.
you'd think all this perk does is give the survivor information how could this perk have 35% usage rate?
If you only play survivor the reasoning for this isn't going to be obvious and probably think how could it possibly be ruining the game.
Imagine for a second if every match you get into doesn't have a weak link, if every single match you get into every survivor knows EXACTLY where to run to the next resource, knows where the deadzones are and actively avoids them or runs past pallets to window vaults to save resources because they know they will make it to the window, even if it's completely obscured without ever even coming to that part of the map before.
THAT is what windows does, it single-handily raises the skill floor of every survivor you run into with it.
A survivor that without it would be running into the edge map and going down because they do not know where any resource is, since it was buffed has become a survivor that knows EXACTLY where every resource is and all they have to do is run to the yellow aura. If the killer is a hold W killer, like tapper, pig etc. This essentially means trying to break pallets in connecting loops to create deadzones is pointless and only starts actually helping when the distance between pallets becomes so great you catch up to them before they make it to anything.
Originally when it was buffed and even pre-buff the mood behind it was that if you're good at the game you don't need to use it, and most don't. the issue however is that it makes a bad survivor that should be going down quickly, last so much longer and all they have to do is look forward and hold W to achieve this.
(This is probably one of the single most frustrating things for me in the game right now, a clearly low skill player never looking back, only holding W, running me for a whole gen just because they know they will make it to the next yellow aura before I can hit them)
(The amount of times I'm chasing someone and they run directly to the edge of grim pantry and find the one pallet between the trees is starting to get to me.)
The knock on effect of this is that if you combo it with lithe (checks notes: is the second most used perk in the game, only beaten by windows) EVERY chase you start where the survivor isn't exhausted which will be the case most of the time. will run to a loop, vault a window and run to the next furthest away yellow aura, rinse repeat until either you mindgame them or they run out of resources. which just extends the chase by 10 - 30 seconds every single time it happens. which just translates into more gen progress.
And the knock on effect of gens getting done "faster" because chases are artificially being extended, is killers will bring more and more gen slowdown, play killers that have anti chase / anti loop and generally play sweatier and sweatier, which makes survivors play sweatier and sweatier with no end in sight.
In a world where survivors don't know where every resource is and isn't you could break a connecting / filler pallet of a good survivor who's gonna make it to a stronger tile, drop chase and chase another survivor into that area and get a hit because the next survivor wont know there isn't a pallet there anymore, until they visually see it.
However again, because lithe windows has such a high usage rate, half the survivors you chase will just run past areas they know the resource is gone and will always run towards where the resources still are, again and again.
And now that we're seeing nerfs for a bunch of the most used killer perks, especially anti gen perks without so much as a mention for a perk that has a 10% higher usage rate. Do people, including the devs not realize just how strong windows is? Gens are going faster because chases are lasting longer. Do people just think, oh it's a new player perk so it's fine if it has a high usage rate because it's "helping" low skill players?
That is the EXACT reason it is so strong, it's just so much more insidious because you don't hear a long gong when it's used, you don't see it from a distance. you only see it when you see a survivor holding W, not looking back, making it to every pallet on the map. every. single. time.
I don't want the perk gutted, it IS useful perk for new players. It just needs it's old cooldown back, or shouldn't be usable in chase after the first window / pallet. That's all I'm asking for, because as it is. I genuinely think it's unhealthy, chases are lasting much longer, gens are getting more progress because chases are lasting longer, low skill players are getting propelled into higher skill lobbies, and the only current counter to everyone running it is running blindness perks/ addons, which people largely consider the worst in the game, just to disable one perk for 10 - 60 seconds.
Even if you think I'm complaining needlessly, if the devs are nerfing perks with a 9% usage rate, because they're giving the killer too much extra time, they NEED to nerf a perk with a 35% usage rate for the exact same reason.
Comments
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seems fine to me. If people really use it to see pallets their soloQ teammates havent dropped then this doesnt really change that. Removing the cooldown entirely was a big mistake.
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Bringing back the cooldown wouldn't keep it from helping newbies imo, plus it'd encourage them to do well in chase and maximize their resource usage until it comes back online.
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WoO usage rate (at least on NightLight) is through the roof. (As in higher usage rate than Pain Res.) You rarely see a lobby that has less than 2 WoO.
Didn't BHVR say themselves Pain Res usage rate is too high? (Wonder why that is, hurrdurr.) And that's why they nerf it?
Talking about double standards.
With that out of the way:
It's too strong. Even a subpar survivor is able to extend chases just by running from yellow to yellow. Enough time wasted to have efficient survivors finish gens before any "looping" actually occurred.
Any other chases get cut shorter bc the resources are already out of the way. That's detrimental if the team is not efficient. (And let's be real, let's be honest, let's be real honest here: most survivors aren't.)
No one asks for them to delete the perk. It needs the CD back. Good players will still be able to learn layouts that way but it is no free 50% skill increase for the rest of them.6 -
I've come around on this. It really does need a slight nerf even though it's the only thing giving blindness addons value. Reduce the range or give it a small cooldown.
"B-b-but solo queue...!!!" Don't care. People in groups don't share what map resources they use exactly, nor do they have perfect communication and memory. People in groups use it as well.
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Because they aren't learning anything, They're holding W to the yellow aura repeatedly and it's working.
re-adding it's original cooldown isn't going to stop people from learning maps. it's going to stop people from exclusively relying on it to artificially raise their skill.
And even people not in SoloQ see use in it because your average SWF teammates aren't going to relay every pallet drop.
And in that case, it's even stronger.6 -
I'm sorry but if you don't get a hit on a survivor that never looks back when you try to mindgame the tile or use your power I don't know what to say… Yes Windows helps people find ressources, but it does not make them good at utilising that tile. So where exactly is the issue? If mmr was working allright there would be no weak link anyway, but all of the survivors would be roughly on your level.
What Windows does is show where the tiles are, for players that don't know the map layout or have problems finding filler tiles. It also helps solo players that don't know which ressources already got used. If they avoid deadzones then you are not cutting them off properly, it is your job as the killer to force them into those deadzones by positioning yourself properly, you cannot just expect survivor to run into deadzones by themselves. You either create deadzones and force them into it or outplay them on loops.
So overall I think Windows is a very healthy perk for solo players to be able to know which ressources already got used. It is a perk that helps to bridge the information gap, but ofc it would be better if the gap didn't exist to begin with.
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This was an... interesting read…
{[We feel the need to put a disclaimer here mentioning we don't care about windows either way, but think the constant gripping is getting old}]
So first off we're going to point out blindness right off the bat. Aside from maybe a handful, killers generally have atleast 1 add on for blindness, and there are perks that afflict it.
Next, it combined with Lithe is no different than combining it with other perks. That's kinda the point of what an effective build should be, having perks that synergize with each other. As you also effectively point out if you mind game the survivors neither perk helps the survivor much.
By that logic, gens are being artificially extended by killers stacking slowdown which is why survivors bring things to artificially extend chases which…continues until someone figures out wether the chicken or the egg came first. Snark aside, aside from the points above, it's effectively a time investment thought process, loss progress now by burning resources, get much shorter chases later and make it back. Windows does nothing if there's nothing to use. Also it's generally within the killers power to herd survivors the direction they want to go which is something killers often need to learn.
We're seeing nerfs due to how strong they are and easy to proc in addition to usage for killer s. Pain res, Grim embrace, and pop requires hooks, something a killer will naturally be getting when against survivor of their caliber (so don't throw in "they do nothing if they can't catch survivors" as if they can't that's a skill issue on the killers end or map RNG in some cases) and buy one of the most precious resources in the game called time. Windows simply shows resources, it does nothing if they're not skill enough to use them effectively, the killer is clever enough to outsmart them, or if there's no resources period for various reasons. Lastly, we're starting the obvious of killer balances differently than survivors. Killers are each unique with various powers, survivors are skins and voices with perks stuffed in.
The very last paragraph is probably the one that makes sense to us as if BHVR is nerfing in part due to usage then windows is sticking out. However we do have a counterpoint: Windows is run often because being able to see what has been used while you're in chase is very helpful for solos as they aren't in a swf with pallet call outs.
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It would be balanced for new survivors if it had it's CD back, too. What the CD would do is actually make people learn instead of see, drop, forget.
Also most of the people using it sit around 3-7k hours. In my lobbies at least.
I wouldn't call that a new survivor/player.
So I wouldn't say people get mad over new survivors trying to learn. They do exist. But they are far and in between.
(Also take regions into account. EU is vastly different from NA for example. So our experience might not be the experience of someone across the globe. That doesn't make it less valid though.)5 -
Blindness as a counter doesn't really work. Most killer blindness addons are bad on top of taking the addon slot of a mandatory addon. That being said I love yoichi's fishing net and the singu blindness one. Those are easier to justify than the pig one which only works when they're trapped and the Wesker on that kicks on.... When infection is fully reached? I'm just reading this. That's awful. Perks are also more miss than hit. You got third seal as your best option which is rather sad, considering that it's going to burst into flames in the first thirty seconds of the match. Unless you want to run noted powerful perk septic touch. The others don't really do much against windows.
Comparing info perks to game slowdown is one of the farthest reaches I've seen. Technically anything that stymies your opponent is slowing down the game. Being able to find a dude gets him off gens and slows down the game. Running that logic to it's natural conclusion sort of dilutes the term as a useful framework for discussion. Windows is an information perk.
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WoO can give to survivors indication about the killer position when he is breaking a dropped pallet as 'Alert' can do. Info about some vaults can be useful too because in the recent maps & reworked maps, vaults are not obvious…
But with WoO you can confused a breakable wall as a pallet as well.
This perk is almost useless against a freddy with the fake pallet addon in the dream world.
And Oni has the same kind of aura reading…0 -
That would negate the secondary purpose of knowing which tiles your teammates already used...
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Imagine for a second if every match you get into doesn't have a weak link, if every single match you get into every survivor knows EXACTLY where to run to the next resource
Windows only gives information. It does not tell survivors how to mindgame or optimize their pathing. Nor does it tell them how to chain loops properly.
This is probably one of the single most frustrating things for me in the game right now, a clearly low skill player never looking back, only holding W, running me for a whole gen just because they know they will make it to the next yellow aura before I can hit them
These types of survivors are very easy to Mindgame , hit with M2s or just zone away from strong tiles. They are also very wasteful with resources. If you are consistently losing to WoO users then you are misjudging their skill level. Or need to improve at killer.
Also Its not a problem to lose 1 or 2 gens at the beginning since survivors have finite resources and once you get your first down you start to build up pressure.
The "low skill" player is doing you a favor by wasting pallets like this while a better survivor would have gotten more time out of each of those pallets.
And the knock on effect of gens getting done "faster" because chases are artificially being extended, is killers will bring more and more gen slowdown, play killers that have anti chase / anti loop and generally play sweatier and sweatier, which makes survivors play sweatier and sweatier with no end in sight.
This naturally happens in any multiplayer versus game. People that care about winning tend to optimize their playstyles. WoO is not responsible for this. Players looking to tryhard and play sweaty are not going to use WoO very often. Even less likely if they are in a SwF.
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Well we get A LOT of milage out of blindness. Most are actually fine for the purpose of removing windows in a chase and just about every killer doesn't need add ons (we admit some suck to play as without but a majority are fine with or without and all viable). We have seen an anti heal build including septic touch that worked well, but that aside as we said also there's also other ways to make windows useless.
Hence the snark, but as they were comparing windows to the upcoming perks being nerfed, we showed the difference.
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The real question is what do you rather want:
- Survivors who are effective with their recources
- 4 2nd chance perks and a lot of recources
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Not necessarily. If you are close to a tile and scout it out and memorize what has been used I don't think that's a big deal. (WoO aura range is huge.) Maybe for fillers, but gyms in general can be used even without a pallet. Not to the full effect, mind you, but it's not unusable.
It would actually force you to preplan and then execute instead of only execute and not think about it.
And the latter is probably what people get frustrated with the most.
No one says it shouldn't be a useful tool. It just shouldn't be a "turn brain off and hold W to what glows". (The majority of WoO players sadly play like that.)
Imagine I had full aura read on the surv I'm chasing constantly. Just imagine it. It's not a real argument or comparison. But that's the equivalent of how it feels most of the times. Or the closest one could get.1 -
Don't you worry. It will be Nerfed. The Devs have shown a penchant to listening to Killer Mains for Balance advice. Because you know 60% Kill Ratio is top priority to anything else.
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Tell that to pop's bloated corpse floating facedown in the ptb. BHVR isn't anything sided. They just do stuff based on entirely arbitrary criteria. It's a mystery. To suggest they don't favor 70% of their playerbase is ridiculous.
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The question is under what condition does it deactivate? As soon as I enter chase? After a specific amount of time? Sure you know what is like 30 m around you, but that does not help you when you are currently in a dead zone working on a Gen or only have tiles around you that are low height and you need to pre run...
The problem with jungle gyms is that depending on whether or not the pallet is still up you need to walk into the gym in a different way... So it gets majorly effected by being able to rely on a Ressource still being there.
The only thing the perk tells is you where the resources you can use are, not how to use them... You don't turn your brain of and suddenly know how to loop a killer... You can only pre plan if you know what is around you and when that information is still fresh, because otherwise it might have change already.
Why is it a big issue if the survivor reaches a resource? Do you just want a free down because the survivor ended up in a dead zone? A survivor that only runs to a tile and then has no clue how to use it is still an easy hit, so where exactly is the issue.
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Are you telling me that only 10 % of the survivor players also play killer? That is ridiculous.. How do you only ever play half of the game…you could barely take the opinion of those guys into account if they have no clue how the game works for the other side...
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I am one of those 7k hrs players you talk about.
I only started to use the perk when they gave survivors less distance after getting hit and also placed the pallets further away. It is one of 2 perks I never used before that (the other is SB) but by nerfing the distance, as well as other perks I used (IW, Spine Chill and DS, of which I only used IW because my main Jeff is so loud) made the build I had unviable. Additionally killers started to tunnel and camp massively. Therefore I swapped to chase perks. Very simple.
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? the most recent update nerfs the top 4 most used killer perks, blight was gutted and wesker finally had his hinderance nerfed and old DS was brought back. WoO has been like this for actual years. What do you mean the devs only listen to killer mains.
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What are rank 1 players? Players who completed their Grade rewards for that month?
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It doesn't need to tell bad survivors how to mind game, if they reach a pallet or window they extend the chase. Yes I know you can mindgame them, I said that but that's not the point. the point is windows lets bad players extend their chases without even having to know where pallets and windows are because it just tells them, through walls.
Sugma man, I didn't say I was losing to windows players, thanks for instantly assuming that. I'm saying windows isn't fun to go against because it lets low skill players extend chases well beyond what they should be able to, and bold of you to assume I'd even have an "m2", if i'm playing trapper, pig or hell even xeno to an extent. it doesn't matter what my M2 is, if i'm not playing wesker, nurse or any anti chase killer. my M2 isn't going to stop people from running yellow aura to yellow aura.
And yeah, I'm aware bad players waste pallets, but if you read what I said, even if you create deadzones the other WoO players will avoid those deadzones because they know a pallet isn't there. they will ONLY run to a place where they can see a pallet, or a window, they won't think they will just hold W.
And cool yeah, people get sweatier, again aware of that. but A: this game having an MMR system at all isn't healthy. and B: WoO is making this worse because it's sending low skill players into high skill lobbies because they're getting longer chases and thus escapes that they'll end up in matches where they're going to get slammed and be a useless teammate for the survivors and just frustrating to go against for the killer.2 -
Back in the day it deactivated after a rushed action if I remember correctly.
Also no. You are reading things into it. It is not a big issue a survivor reaches a resource. It is an issue that people inflate their skill by running from yellow to yellow without thinking about it.
It makes it incredibly dull to play with and against.3 -
Could be, I don't remember how it used to be back then.
Why does it make the game dull? Isn't the chase interaction at tiles the reason why we play the game? I mean sure many things in this game inflate skill and make people last longer in chase despite them having no reason to do so base on their skill. I mean sure, it is kind of stupid that people don't put thought into, but I don't think the perk needs to change, because its main effects are still healthy, and that some bad players appear better than they are because of it is not reason enough to diminish the good effects it has. If they are really as bad as you think they are you will get the hit regardless, whether there is a tile or not.
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As the last thing I said on my post, if the devs are nerfing a 9% usage rate killer perk because it gives them too much extra time. why aren't we nerfing a perk with 35% usage rate that does the same thing but for survivor.
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I agree completely. Check DBD twitter or tiktok sometime. There's a lot a lot of people that exclusively play survivor
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A. because we should not nerf perks based on usage rates B. A major part of the perk is that it is supposed to be a help for beginners in learning new maps and C. it effectively does not give you much what you could not already have known if you a) were a more experienced player or b) were in a swf with comms where you could have known which tiles got used to begin with.
The difference is that Windows is a great soloq perk and nerfing it for that would be ridiculous.
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It definitely needs nerfed tbh. I go from getting downed very quickly normally to being able to pull off 3-5 gen chases very regularly. It’s literally autopilot.
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I mean fair it their game they can do what ever they want… But I would assume they lack understanding of the other side to come up with good balancing choices, as balancing always involves both sides. If they make good arguments I don't mind, we should judge the argument and not the person that makes it, but it would be quite hard to hit the sweet spot when you only look at one half of the full picture.
PS: I don't think I will check out that chinese spyware app, but thanks for the intel :D
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So you are really lacking the ability to find tiles? Or why do you think that is?
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Or do you think it is more about knowing which tiles already got used?
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It's this, combined with map RNG.
Imagine if killers had to equip perks to see the auras of gens or hooks. I can pretty much guarantee that would be an insanely popular perk or two.
WoO is one of the only information perks for survivors that helps to mitigate map RNG as a factor. Of course it's going to be popular.
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Sounds reasonable. I don't think those would be comparable, especionally on indoor maps killer would be terrible if you didn't see generators.
I mean windows does not really mitigate it, but at least help you not to get fooled by it… the map might still be terrible, but if there is a deadzone somewhere you will hopefully at least not run into it.
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There is no chase interaction at tiles if people hold W from yellow to yellow.
Drop pallet, vault window, next tile rinse and repeat.
That's what the majority of players use it for.
I don't mind good players using it to elevate chases.
And here we are back at the question of what is healthy for the game.
People complained about Pain Res and Pop not being healthy. I agree. Gen regression is frustrating on both sides.
The usage rate was high as can be.
But you (as in a person, not you in particular) can't have these kind of double standards imho.
If PR has a 30% usage rate and gets nerfed and WoO has 35%+ there is obviously something that perk does extremely well and that needs to be looked at.
And it is not about getting the hit. It's about how the game feels. I don't really enjoy feeling like I play against bots 9/10 matches.
But thats an mmr issue so yeah. Things go hand in hand.2 -
In what reality should we not nerf perks based on usage rate. if a perk is overused that means it's outperforming perks less used than it, like for example pain res dead mans.
If it had a cooldown new players would have a better time learning maps because they'd have to actually pay attention to where the yellow auras are before it goes on cooldown. Instead of what we have right now which is hold W autopilot the perk.
and no, being an experienced player doesn't give you the ability to see pallets and windows through walls in areas you've not been to yet. or see that the pallet on the long wall is gone without having seen someone else already use it.
and even if you're in a SWF unless your in a tourney you're not getting clock callouts for pallet drops.2 -
But just because they drop the pallet does not mean you cannot still get the hit… so I still don't really get your point here. It is not like all maps are "The Game" with 28 god pallets that you need to kick… So even if they reach the tile you can just mind game them at the tile or use your power and get the hit… So what does it matter that they are already intending to go to the next tile?
But I would not say it is a double standard…Pick rates alone are not a viable stat to have to look at something, just like for example killer pick rates of the 5 base killers being higher than expected based on whatever criteria is not necessarily a reason to be looked at.
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I can loop just as mindlessly, "autopilot" from tile and pre-drop just the same without the perk and you'd never know until results screen. I think WoO has truly one of those scapegoat excuses for having a bad game.
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Should we not rather look at performance? Instead of taking usage rate as an indicator for performance? With pain rez and DMS for example.. The question is at first do those perks overperform? Yes/NO. Yes→ Why do they overperform? Are they just better than everything else, are they more accessable? Is their performance still ok, or is it not balanced… Only if we come to the result of the perk being not balanced aka too strong then we would need to look at it for a nerf, otherwise we might just need to buff weaker perks to be at the same level as those strong perks.
If you are new to the game you already need to think about enough things, why also make them think about what their aura reading just showed them before it diesappeared, the perk already had a cooldown and basically nobody used it…
I disagree to some degree… Because experienced players tend to know where filler tiles usually spawn, if you look at the farm maps for example you have quite big deadzones between tiles and you already know for sure that nothing spawns there. So while you correct about the part of them not knowing what tiles have been used, you might have an idea, based on your game sense and maybe crows in the distance or which gens just popped where the killer chased the survivor and therefore where tiles might have been used.. But I don't think that this is something a new player even thinks about… So while it is not as secure as having aura reading, you have an advantage because you probably have an educated guess.
It is not about what you get, but what you could have… If you have an aura reading perk you can see many things, that does not change just because you don't look around.. It is about potential not the actual result.
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If you don't get my point I don't see the reason in discussing further. Let's agree to disagree and leave it at that.
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Fair I guess.
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The maps change with every single update, it makes sense for it to have a high usage rate. Mix that with new players and there's the reasoning.
I personally haven't used the perk in months.
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i'd like to see window get nerfed to be only 16 meters but for survivor to gain UI in red where every time a pallet is dropped, the aura is shown for 5 seconds in red.
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I would also like to add the following that you mentioned:
will run to a loop, vault a window and run to the next furthest away yellow aura, rinse repeat until either you mindgame them or they run out of resources.
I thought the killer was supposed to mind game at every pallet where possible regardless? Usually when a survivor wastes pallets it screws the entire team up in the process, even with the gens being popped. If a survivor does not look back then it should be EASY to loop around the pallet or cut them off no?
WOO is not as strong as you think because it does have it's drawbacks, one of them makes you turn your mind off during chases. Which you think is bad for the killer right? Wrong, you make mistakes more frequently, you get sloppy with the chases, the pallet can sometimes be very bright and an unpredictable killer doubling back can easily take advantage of this.
I also noticed that you were complaining about this too:
low skill players are getting propelled into higher skill lobbies
If anything, survivors should be complaining about that lmao
I feel like from the way you've described everything you have a very particular playstyle of wanting to hold W in every chase without attempting to mind game at all, sometimes it makes sense to go for a completely different survivor without having tunnel vision too. Even pretending to leave a chase and coming back can surprise the survivor.
I would also like to mention something about usage rates, games have 4 survivors and 1 killer. Usage rates are always going to be inflated on the survivors side because it's 4:1 per game.
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Windows does not suddenly make bad players good. It also is not the reason you lose games. The Perk in itself is fine, sure, it is quite obvious if someone has Windows and just runs from Pallet to Pallet, but they also need to be good at the game to utilize those Pallets.
IMO the only flaw for WoO is that it is not a free Perk and not part of the Basegame.
But acting like Survivors would be headless chickens without it and can only loop for a long time because they use it, is a bit much.
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Windows is the most fair and balanced survivor perk in the game for me. It's great for newbies, alright-ish for decent players, and unnecessary for teams of coms who already communicate and know where everything is. I'd rather have windows every game, than second chance perks, which are ACTUALLY what broken means. Plus windows can be countered with blindness. Windows usage alone, is why the Blindness status effect is actually useful nowadays.
You wanna know what broken truly is?
A perk that gives you auto 3 perks passively - Guaranteed Dead Hard, Better Iron Will and better Distortion for 160 seconds in total (2 unhooks). You already know which perk I'm talking about. THAT'S broken.
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Until they stop removing pallets in map reworks, or at least stop giving us rubbish pallets like the new edge map ones, I say keep it as it is. There's a reason it's so popular, and it's not because it's OP. Maps are full of deadzones nowadays.
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I’m glad I’m not the only one who thinks like this. First starting the game in 2020, never in my life had I never used Windows. Mostly because I’ve watched a lot of streamers to know and what to do to get around. And still, till this day in 2024, I haven’t used Windows ever. It might be pride, or considering it’s too meta, boring, or very distracting to look at quite literally everything in sight (Breakable doors? Sure, I’ll loop that. Ugh.) it’ll never come to mind whenever a new map drops. Learn it by playing it how many times I get there, and after that, learn where gens are to prioritize not getting a three gen. (Sorry Deja Vu users, I don’t use meta perks, but you better get use to not spawning immediately next to a gen the moment you’re in the match.)
Anyways, I tried to stay on track talking about Windows but I just had to rant. Couldn’t help it. Regardless, I wholeheartedly agree. Nerf Windows, make it have a cooldown.
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On Painres: there was an important small word: "and". It has high usage numbers AND is one of the strongest perks in the game. WoO has high usage rates but isn't one of the strongest perks in the game.
Why is that? Because no matter how much some people want it: having information on resources doesn't magically enable you to use them correctly.
Though, all that being said: I do think changing sth about WoO would in some paradoxical way improve the situation since there'd be less matches where some bot-player pathes from yellow to yellow, getting rid of all resources in under five minutes and leaving the map bare for any subsequent chases (usually of other people).
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This is false…so let’s start there.
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