Franklins + Weave
A way how it "could" be made not as opressive is to make Weave not give the Killer aura reading when the Item has no charges left and the automatic drop is being removed from it. So for it to have the synergy you need to M1 someone before they use their item and the aura reveal wouldnt be infinite due to franklins eating up the charges.
Comments
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the combo is a joke ive already faced it twice and it was hot dog water both times
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So make the perk literally useless by itself?
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honestly calling it "oppressive" is already ridiculous
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IMO the idea is good. Not showing the Aura anymore when the Item has no charges. I would keep the Auto-Drop and also add a flat amount of Aura read to Weave Attunement so that the Perk is useful on its own all the time.
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Idea isn't good, because we don't need bazillion counters for a single perk which isn't even strong in any way
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you just need to drop your item in the corner of the map and that's it, the killer started the game with 2 fewer perks.
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Yes, let me stop mid chase and pick up my teammates item because they didn't get the memo.
Not to mention, let's just voluntarily throw away every survivor item in the game, and give free slowdown just in case the killer might be running this.
I can see why people want to defend permanent aura reading with their lives, but we already learned that was broken af with old object.
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You can tell definitively if the killer has it or not just by dropping your item at the start of the game. There's not really any "might" about it.
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You have a problem with it because it's a killer thing. Survivors get aura reading like this constantly.
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It's not 'oppressive' at all. There are basekit ways of countering it that many survivors seem to just refuse to do, then complain. Devoting two of your perk slots as killer to get alright aura-reading and help deal with medkits and flashlights is fine.
For pure aura-reading there are better options out there that DON'T require a second perk.
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There's "might" involved if I decide not to bring an item at all. You have no idea at the lobby if this is in play or not.
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No, which is why I brought up old object. That was a survivor thing, and was rightfully fixed because it was too consistent.
There's literally nothing in the game that gives constant aura reading permanently like this. What are you looking at?
Fogwise (dependent on RNG, and requires you to be touching a gen)?
Keys? (Are we really stooping so low that keys are a concern? At minimum, these have limited charges and you have to be close to the killer or survivor).
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The less items that are in the game, the less effective the perk is.
Even if you don't have an item, it won't take long at all to find out when the perk is active. It literally tells you.
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So I should give the Killer Lethal Pursuer as well?
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I didn't catch the time where they made Lethal Pursuer last 1 second at the most.
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All of this fallout is Franklin's Fallout. People have hated that perk ever since day one, the only reason you don't tend to see it is it isnt very strong. Weave Attunement however makes Franklin's viable, and that's what is being complained about when you peel it back.
If you want to kill the combo, I'd go the reverse, only show the aura when the item has been depleted completely. That way it's not got the usual Franklin's Bait with perfect knowledge that we've been seeing and the perk continue to function on its own. The obvious problem with this nerf is that you can 99 your item and it does nothing.
With all that said I'm not convinced Eeave Attunement needs a nerf.
The fact it gives you a debuff marker to indicate your aura is revealed... makes me a little less convinced regarding the perks issues. You can test for it any time with a quick put down/pick up, and it's a habit I think people are neglecting. If you have to lose your item, lose it on your terms. Once you know it's in play, it seems easy enough to just discard your item in the corner once it's charges are spent.
Post edited by UndeddJester on3 -
lol, when? The only perks even coming close to some killer aura perks are Kindred and Wiretap, both absolutely 100% valid and easy to counter in their own way.
Imagine if a boon got killer aura reveal. Or if a dead survivor means permanent aura reading within 20 meters of where that survivor died. Or everytime a pallet is dropped, the killer aura is revealed within 12 meters of that dropped pallet.
Seriously, survivors do NOT get aura readings the way killers to constantly. And even the aura perks that ACTUALLY do similar things at similar costs (like BBQ and Dark Sense, or Bitter Murmur and Dark Sense) often share that they suck in 90% of the cases.5 -
Boon is unlimited, item is not, and killers never have any capability to control where survivor dies or chase, survivors have complete control to where items drop
I don't understand why peoples are so bad at comparison
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Because people only see what they want to see
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Survivors dont have any capability to control where totems spawn, and killers can snuff the totems the moment they hear any sound.
So yeah, pretty good comparison, especially since items are literally unlimited. Survivors have to pick them up, just like killers have to snuff1 -
KIllers has to snuff totems unlimited amount of times, the sound is extremely quiet and unreliable, the fact they can choose and will not lose any ability to boon it again already differentiate the changes
The amount of times survivor has to pick up is only once, items aren't unlimited IN A PLACE
a bad comparison without doubt
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There are 4 survivors for 1 killer. Each time the killer waste time to snuff a boon, the survivor gets value, not the other way around.
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If we ignore the fact that the Survivor spends way too much time for how bad or mediocre at best Boon-Perks are, sure.
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I run 4 boon builds often so I don’t agree with you.
The only thing I would change is giving more info on what your boon does across the map to help coordination with soloQ players.
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That you like to run Meme-Builds does not make them good.
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If you are a meta slave, anything other than S tier perks is bad.
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There is a big gap between S-Tier Perks and Boon-Perks. There is a whole lot of useable and more or less good Perks between those.
Boons are just outright weak. They are a failed concept and there was only one really good Boon so far and it got nerfed into the ground. That there are still people who are a liability to their team by spending those seconds on a Totem does not change that.
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It literally takes a few seconds.
First of all, if you get hit, and lose the item, why are you trying to stop mid chase? The range on it is only 12 meters, you gain more than that much distance before the killer can even move from the wipe animation. In fact, you gain almost 15 meters. So why are you staying near your dropped item after being hit? You are begging to be downed again anyway, and weave had nothing to do with it. You should be spending the speed boost you get going somewhere else.
Secondly, once the chase is over, either through you getting hooked, and then unhooked, or by escaping the chase. Once things are safe, if the item is in a bad spot that gives too much aura reading, you run back over to it, pick it up, walk to a nearby edge of the map, press r, then run to a nearby gen or other objective to do. And now what? The killer has 2 perk slots.
Thirdly, it is stupid easy to see if the killer has weave, and/or franklins. Franklins is obvious, and weave causes oblivious, so if you suddenly get oblivious when near an item, sure bet that they probably have the perk.
It is certainly worth spending the 10-15 seconds or so, to completely negate 2 of the killer's perks. Also, if they are running this combo, that is 2 more perks they have where they are NOT running slowdown, meaning that you should be able to finish gens faster.
This perk combo has a ridiculously simple and easy counter. And blaming "my teammates" for not being able to do that counter is stupid. You do not make balance decisions on the lowest common denominator of player. And if you do, then when are they going to massively buff the nurse? Because nurse is by far one of the lowest kill rate killers in the game. And surely if weave needs a nerf because people are too bad to do a simple counter, then obviously killer players are so bad they need to buff nurse.
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Actually... survivors DO have an aura reading perk that tends to show killer auras pretty often. Alert shows killer aura every time a pallet, breakable wall or gen is kicked. It's also map wide. Considering how many breakable walks basically HAVE to be kicked to prevent what would otherwise be a god loop, or the pallets that HAVE to be kicked because of how safe they are... This 1 perk shows killer aura aton.
I'm not saying Alert needs to be nerfed, just pointing out that both sides aura reading are actually pretty comparable.
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I suck at Nurse, clearly she needs a buff, lol.
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Items are essentially a 5th, limited charge use perk slot. The only even remotely equivalent thing for killer is the killer's power. This is like saying "just don't bring add-ons" to counter something.
If survivors had a perk or combo where "just don't bring add-ons" or "waste time in match" were the answers, the forums would burn to the ground with all the "feedback" about it.
ETA: This is almost exactly what we had with BP+FB for a while, the only difference is that it would've consumed a perk slot instead of add-ons. Killers could either run light born and hard counter it, but be down a perk slot just in case someone had this or a flashlight. Or waste time in game chasing the survivor lurking, but with all perks and add-ons they want.
So almost exactly this scenario, and that did burn the forums down and was nerfed.
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