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rip weave attunement

Akeeno
Akeeno Member Posts: 119

i cant believe they're going through with the nerf. im not trying to be a negative nancy but almost every perk that isnt involved with generators, such as stbfl, ultimate weapon, weave attunement, are being complained about, so they get nerfed, they're no longer worth using, and just stick with gen regression.

it sucks cause then there isn't any good perk variety. then until the next set of perks that look decent get used, the cycle starts all over again, complaints about the perk, then a perk nerf.

is this the path the developers would like for the game?

Comments

  • WolfyWood
    WolfyWood Member Posts: 472

    Range reduction and duration on oblivious would be fair nerfs imo. Even just a range reduction would be fine.

    I feel like the perk is only oppressive when Randoms refuse to pick the item back up or drop it in the corner.

  • Rudjohns
    Rudjohns Member Posts: 2,160

    Distortion is gonna get nerfed too

  • fussy
    fussy Member Posts: 1,629

    This is thing I and most people I talked with completely agree on. Sometimes I can't find where someone's item and it will be really helpful. More than this will just kill another killer's perk.

  • TerraEsram
    TerraEsram Member Posts: 671

    Who say they gonna nerf it? Maybe it's just a rework… Very soon, but it a possibility

  • ratcoffee
    ratcoffee Member Posts: 1,470

    i mean, if they make the aura reading not work if the item has no charges, the perk has even less self-synergy (the drop-item-when-depleted part of the perk, that is)

    If they choose to go that route, they would have to specify that items dropped by the effect of the perk also reveal auras

  • HexHuntressThighs
    HexHuntressThighs Member Posts: 1,245

    No lie though, All the perks killers have just really aren't that good anymore. I think Aura perks are the only ones left worth running honestly. Maybe pain Rez here and there. The rest are all either way to weak or situational.

  • bjorksnas
    bjorksnas Member Posts: 5,615
    edited August 3

    You do realize that with the first change based on the way the perk works is that it just wouldn't function on its own almost at all right?

    The perk causes a survivor to drop their item when it loses all charges, so now the effect of the perk by itself is

    Survivors drop their items when they become depleted for the first time, if they pick the item up they get oblivious, if there is an item on the ground with charges survivors have their aura revealed within 12m of the item, aka a nothing burger of a perk

    Second one is fair enough though how can you expect to find a key in grass your teammate dropped when you weren't looking

  • Devil_hit11
    Devil_hit11 Member Posts: 8,804
    edited August 3

    i think they'll just reduce radius back to 8 meters so it doesn't matter that items are on the floor if the killer does not see anyone. why bother learn counter-play and strategy when you just get dev to nerf perks such they have no potency. no potency → lead killer to stop using said perk → survivor stop complaining. they did same with ultimate weapon.

  • squbax
    squbax Member Posts: 1,493

    I really want an explanation on how changing oblivious does something for the perk. Imo this perk is strong for the sole fact people are weird. Like the aura effect is strong af but I have never had an issue with picking the item and eating up the oblivious, like oblivious is such a non threat like how the hell do people get affected by it? You can still see the red light so its completely useless for people with eyes.

    I genuinly do undertand why the perk is strong but what I dont get is why are people not just picking the items, oblivious does literally nothing if you are aware of your surroundings.

  • DeBecker
    DeBecker Member Posts: 279
  • Zakon05
    Zakon05 Member Posts: 218

    Ultimate Weapon was definitely overtuned and I cannot believe anyone thinks it wasn't. I can't even believe that perk made it to live in that state. It's still pretty decent, too. It just got knocked down to like a 3-star perk instead of a 5-star one. I would actually give it 4-stars, I use it frequently due to the prevalence of Distortion rats.

    STBFL got over-nerfed, though. The change to make it so you lose stacks if the obsession loses health states was a good one, even if I'm a bit sad since it was kinda fun to use sometimes on M2 killers, but I don't think it was ever an optimal pick on any of them. But they also reduced the amount of attack cooldown reduction you got off of it, which considering it's now basically only worth using on M1 killers is excessive.

    Well, I would say that, but of course when people are talking about how weak M1 killers are, people often forget that Spirit is technically an M1 killer. Vecna could even be considered one, even if he does get hits with FotD sometimes.

  • Neaxolotl
    Neaxolotl Member Posts: 1,477

    I don't care, I mean who cares if an useless perk gets killed

    It's nothing but a soloq stomper and noobstomper perk which does nothing against anyone even remotely decent, kinda like knockout

  • Aven_Fallen
    Aven_Fallen Member Posts: 16,275

    I even said they can buff it to compensate.

    Some idea would be to add a flat amount of Aura Read which is given when the Item is hitting the ground (like 10 seconds or so). This would still even keep the synergy with Franklins, if the Survivor decides to pick up their depleted Item (even tho I would think that this is rather niche and the Buff itself would be that it provides at least 10 seconds of Aura Read just on its own when the Item is depleted and dropped).

  • Rickprado
    Rickprado Member Posts: 564

    This would be the perfect change. Does not gut the perk and make the perk more SoloQ friendly (TBH, more random friendly since even in SoloQ i could counter the perk). People are forgetting this perk combo works best on M1 killers (with the exception of the Spirit) which already are on the weaker side of the roster.

  • Langweilg
    Langweilg Member Posts: 1,261

    It really sucks that become always overnerfed perks. They are constantly reducing the list of good perks and buff the bad perks in a way, that they are still not really better. 😕

    That are the ways that would be fair, but most likely not what behavior will do.

  • Langweilg
    Langweilg Member Posts: 1,261
  • ReverseVelocity
    ReverseVelocity Member Posts: 4,545

    MFT is actually still a pretty good perk.

    UW could do with a cooldown reduction, but that's it.

  • Langweilg
    Langweilg Member Posts: 1,261

    Disagree with both. MFT would have been fine with a 1% nerf to 2% and UW only needed to deactivate after the first survivor, shorter/longer duration or longer cooldown.

  • xerox8521
    xerox8521 Member Posts: 116

    Weird random thought. What if it showed aura aslong as it has a charge and once it runs out of charges it no longer gives aura reading? That would need fixing addons for like legion and bubba where Items are dropped without losing charges.

  • NecroticSeal
    NecroticSeal Member Posts: 6

    Survivors complain, devs listen, nerf killer. The game is, and will always be a Survivors sided game as they sell more copies to friends who play together. That's why this 2 v 8 mode is important. So killer friends can play together. The game will always be survivor base though. Devs play by the survivor handbook lol.

  • HerInfernalMajesty
    HerInfernalMajesty Member Posts: 1,840

    It’s too bad this combo is getting nerfed. I don’t like it when anything gets nerfed in the game, Killer or Survivor side. I wish MFT stayed the way it used to be. I wish Adrenaline stayed the way it used to be. I wish STBFL stayed the way it used to be. I wish instead of nerfing Bhvr instead just buffed counters.

  • jokere98
    jokere98 Member Posts: 601

    so, by itself it becomes even more useless, since it drops items only when they are depleted

  • LordGlint
    LordGlint Member Posts: 8,527

    You'd need to change how the perk functions if it only shows auras if the item has charges since currently... the perk itself doesn't cause a dropped item tili is out of charges.

  • jesterkind
    jesterkind Member Posts: 7,812

    They've been buffing a ton of perks that aren't related to generators at a faster rate than they've been nerfing anything, though. The number of viable perks has been going up, not down.

    They only nerf stuff that is obviously overtuned, for the most part. They may fumble those specific changes occasionally, but to claim that it's just anything useful getting nerfed (and that every one of those nerfs is a sledgehammer completely destroying the perk too, for that mater) is to be wilfully blind to how many options there currently are.

  • Chaogod
    Chaogod Member Posts: 139

    They become instantly useless as soon as you move the item. Balance should not be based around how lazy players are. But then again survivors never want to do anything that involves any kind of counter play.

  • Brimp
    Brimp Member Posts: 2,995

    Yeah unfortunately if a nerf does go through to this perk (which really shouldnt) it will drastically reduce the chances of people even considering to run it. It's a perk where the competence of survivors determine the strength of it even against franklins.

  • DeBecker
    DeBecker Member Posts: 279

    Thats is completely incorrect. It was explained several times by now. Dont make up with your strawmam-arguments.