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Weave + Franklin's + Hoarder + Human Greed = Lulz

Dreamnomad
Dreamnomad Member Posts: 3,949

If you haven't tried this combination yet, do yourself a favor and give it a go. Win or lose, you'll have a good time.

Comments

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,554

    Yeah it's a funny one. Kind of overwhelming with all the auras you see. Chests, items, loud noise notifications from people moving said items, and auras of survivors.

  • ChuckingWong
    ChuckingWong Member Posts: 379

    Yea I mean I dont really know what that has to do with a broken permanent aura read but sure? Maybe?

    Not really sure what toolboxes or flashlights have to do with it.

  • Nazzzak
    Nazzzak Member Posts: 5,657
    edited August 31

    Exactly lol I've stopped bringing items completely because killers don't seem to bring F+WA unless the whole team has items (it's pretty much in 100% of my games when there's 4 items, about 40% when there's 3, and I've only seen it twice in a game with 2 items or less). Not because I care about my items but because of giving the killer permanent aura read. That has a much stronger affect on the outcome of my games than one or two flashlight saves or a short bit of gen progress that will be removed with Pain Res anyway. If the issue was items then just Franklin's would have been the issue beforehand, but it wasn't.

  • IamFran
    IamFran Member Posts: 1,616

    Hoader is a bit redundant with Weave and Human Greed.

  • ohheyitsbobcat
    ohheyitsbobcat Member Posts: 1,751
  • PuddleOfBludd
    PuddleOfBludd Member Posts: 136
    edited August 31

    In my experience, the only people that say this are the ones that want to bring a team of four flashlights, and get upset when they can’t use them. When I SoloQ, I cringe when my team pops in with flashlights because I know the killer is going to run those things.

    Post edited by EQWashu on
  • VomitMommy
    VomitMommy Member Posts: 2,257

    Issue is most killers can't really act based on all that information properly and those who can are not really build around M1.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    i found human greed+hoarder to be amazing on nurse. so it seems like that human greed is good m2 killers and weave is good for m1 killers.

  • Shroompy
    Shroompy Member Posts: 6,686

    Yeah, because "high MMR" is filled with comp teams practicing for their 100k tournament the next day.

    Lets stop this "High MMR, Low MMR" crap yeah?

  • Unknown2765
    Unknown2765 Member Posts: 2,478
    edited August 31

    The counter for Weave is really easy, is it really a problem for you to pick up the item and move it to another part of the map?

    I dont play exclusive killer, i think im 70% survivor and 30% killer atm. But that have nothing to do with the fact that the counter for Weave is easy.

    Post edited by EQWashu on
  • Reinami
    Reinami Member Posts: 5,525
    edited August 31
    • The problem with old dead hard was not dead hard itself for dodging a hit, the problem was dead hard for distance, which literally had no counter.
    • Eruption in a vacuum was actually probably fine, the problem was it being stacked with a bunch of other gen kick perks during a time of 3 genning. If they brought back eruption today the same way, i don't think it would be complained about nearly as much especially since it doubles the break events on a gen so it can really only be used 4 times at most on the same gen.
      • Also, it wasn't so much that 3 genning was uncounterable, it just lead to unhealthy gameplay on both sides. Things can be totally balanced from a win/loss perspective and still be a problem, for example perks like Knock Out.
    • The problem with old ruin was actually that it "WASN'T" that easy, especially for new players. Old ruin had the problem of being too good against new players, and bad against good players who could hit those skill checks, or could quickly cleanse the totem. And the difficulty of countering it was not proportional to the difficulty in using it. Old ruin would just work if you had it without any input involved.
    • Buckle up + FTP is not a simple "wait it out" because the timer was more than enough time for both players to get to safety, it wasn't possible to wait it out, it was completely uncounterable, and i'm confused why you think exhaustion perks stopped someone from instant healing with FTP, maybe you have no idea what these perks even do?
    • As a nurse main, i'll be one of the first to tell you that nurse is a problem, so that's not really gonna work here.
    • The counter to sadako is actually easy, literally just grab a tape. It's more of a knowledge check than a skill based one.

    The general gist though on things, is, do they have a counter that is accessible for most players, I.E. doesn't require massive skill to overcome vs how easy the thing is to use (if its equally hard to use, having a difficult counter is fine) or something that is locked behind a DLC or something. That is bad

  • ChuckingWong
    ChuckingWong Member Posts: 379
    edited August 31

    Yea that's the point of all these being listed.

    Is that its not as simple as the "just do this" argument framework. Theres more to them than "just pick it up…" sort of logic.

    For aura permanent area read around an item you can apply this same critical analysis. You "cant just pick the item up" as you may not know where your teammates got hit, not every map is even easy to see the floor much less disern an item on it.

    And I cant control where and who got hit, and if my teammates decided to get hit but just not "pick their item up".

    Why am I, yet again, being punished for what someone else refuses to do?

    This is the kind of pushback from the community that makes me laugh, when they complain about SoloQ's state, but direct solutions to help mediate those problems get challenged by those same voices.


    And old eruption, 0 activity for 25s is what I am talking about. Absolutely no that should never come back.

  • Reinami
    Reinami Member Posts: 5,525
    edited August 31

    Here you go, this is 12 meters:

    You'll see that it barely is enough to cover a large part of a single non-main building structure, its about the size of a killer shack's inside (not even the outside). This range is so massively short it is not even funny.

    Now, i'll work on playing a match right now, no editing, with me running these 2 perks, and show you how little value i get out of it. And then i'll play a match with a MUCH better aura detection perk like, no where to hide, and you can see the massive difference in value these perks give.

    I'm in queue right now as wraith, so a killer that will always land m1s to get the franklin's value and can sneak up so it'll be more likely that the item drop happens nearby something useful.

  • ChuckingWong
    ChuckingWong Member Posts: 379

    Welp we are an at impasse.

    1)The icon tells you, so what? That doesnt mean anything when you are stuck at a loop and having permanent wall hacks on you.

    2)Again not all maps are easy to see the ground. You can remember where you got hit but that doesnt mean you have pin point accuracy of where specifically you did. And you may not have the option to pick it back up depending on pressure, killer traversal…

    3)It tremendously helps the killer in chase, what??? At different points in chase as well, it tells you where they run right after they turn a wall after being hit. And then at the end of chase where you can wall hack your way to a hit as they are standing at check spots.

    The perk essentially closes that area down until someone picks the item up.

    I would suggest several things for you.

    First, dont tell others to run the perk to see how it actually works, and then in the same breath say you dont run the perk either. Like what is this response/assumption here lmfao. Noone understands the perk that doesnt use the combo but… you who also doesnt run the combo does? Apparently? What is this response? Very odd.

    Second, why would I purposefully make the worst decision of where to use/test the perks range, to determine how strong something is? You're ignoring context of the perk and why its strong/broken here, I cant say if its on purpose to be honest but sheesh, you picked the one time where the perk is useless and in the one place where 9.99999/10 people will not be getting hit.

    Its essentially the same distance as wiretap, 12 vs 14. It works multilevel, it works around loops.

    Noones getting hit on the edge of the map for the most part, they are getting hit within the actual play space. Should you test something based on where it will actually happen and not some worst case scenario of where it WONT happen? Yea probably test where it will happen.

    You are also ignoring the secondary consequence of picking up that item if you choose to do it. The killer saw you do it, and now you dont know if they are coming for you, for 30 seconds.

  • ChuckingWong
    ChuckingWong Member Posts: 379
    edited August 31

    Okay you did not just load up a match with bots to try to justify anything. Please tell me you didnt just do that….

    You know whats funny about bots?

    THEY HAVE BUILT IN WEAVE ATTUNEMENT EVERYWHERE THEY GO LOL.

    So yea the perk will probably do next to nothing against them.


    Cmon. And a sample size of one will not help here.

    And at 4k hours you did not run every perk setup… hiyaaaa…. I dont want to correct everything in that post. Cmon….


    Edit: And after watching that video, what are you even trying to show here? You standing in the middle of the road and smacking the air, therefore weave attunement isnt powerful…

    Please…. help… someone….Im losing health states with this….

  • Reinami
    Reinami Member Posts: 5,525

    Second match needs to be redone, a survivor dc'ed immediately

  • Reinami
    Reinami Member Posts: 5,525

    You obviously aren't reading what i'm showing you.

    The range on Weave attunement is 12 meters in a bubble. So imagine the trap in the middle is an item, a lunge is 6.21 meters, so 2 lunges is 12.42 meters, so i lunge twice, turn around walk slightly a bit, and that is going to be "close" to 12 meters. Do that in the 4 cardinal directions, and now you can draw an imaginary circle around that item and see the actual range of 12 meters.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,804

    Dead hard for distance is a great analogy.

    Remember when you just had to assume everyone was running the perk, because it was required to play around it? And no matter what you ended up having to play suboptimally whether they did or not. If you counter by not bringing the item you're just doing that exact same thing.

    You can risk that they might not have it, but if they are running the perk, you have to waste additional time going out of your way for no reason. In fact, the extra time wasted more than makes the perk worth it.

    It's impossible to not get value from it, even if your opponent plays optimally.

    At least dead hard was only usable in player pvp interactions and required active use. Weave combo is entirely passive and takes nothing more than equipping the perk in the lobby.

  • Reinami
    Reinami Member Posts: 5,525

    I'm uploading the videos now of me playing with weave and another match with nowhere to hide. It'll take a bit but once its uploaded i can show you how little value i got out of weave and how much i got out of nowhere to hide.

  • ChuckingWong
    ChuckingWong Member Posts: 379
    edited August 31

    I am perfectly reading what you are posting and the example video you are using is again ignoring why the perk is powerful in the first place. You a stripping things down so far that I am having trouble finding a comparable example; as this is reductive thinking on steroids.

    You uploaded the same horrible example you did when you told me to lunge at the end of the map.

    This. Is. Not. What. Is. Happening. In. Game.

    And. There. Is. More. To. The. Perk. Than. Its. Range.

    This would be like uploading a video of someone letting go of a generator prior to it getting hit by eruption. And being like "SEE HOW EASY THIS IS?"

    There was more to old eruption of "just letting go of the generator.." same with "just grab a tape…" and "just wait it out…'



    Weave attunements 12 meter range is not where the perk starts and stops, there's more to it than the range at which it works. This concept seems to be a bit lost on you though.

    "Well its two lunges in distance in a square, SEE??" is what you are responding with.

    Like what is anyone supposed to say to that test?


    I'm uploading the videos now of me playing with weave and another match with nowhere to hide. It'll take a bit but once its uploaded i can show you how little value i got out of weave and how much i got out of nowhere to hide.

    Please refrain from doing it if its another video of you smacking the air…

    And you just admitted to not running the perk above… please stop it hurts….Do you think, this may seem pretty wild, that if you dont run a perk combo much like you said here;

    I do not run this perk combo

    that you probably dont get much value out of it… because you dont know how and where to use it properly???

  • Reinami
    Reinami Member Posts: 5,525

    My kid woke up from nap early today so I need to go handle that. I'll post the videos for you later tonight once he's asleep.

  • ChuckingWong
    ChuckingWong Member Posts: 379

    Who asked?

    And quite honestly, you need to focus on what is actually said and what actually happens with perks.

    1. We understand its range, loading up a match and swinging at the air doesn't mean anything here. You're wasting your time doing this. Unless you are making assumptions about what people know/dont know, which case you should probably just stop doing that.

    2. Someone gets hit, they obviously dont stand on top of where they just got hit. The idea of the perk is anyone who may come back, or are in the area UNKNOWINGLY, will provide you with that information. That includes the person walking back to try to get their item if they choose to do so. It also helps on corner or zoned hits, you know if someone just hugs the same loop with quick and quiet or someone is crouching around a down etc… franklins only works on m1, so if your initial hit was an m2 you have a pretty good idea if people are ready to flashlight save…

    This 2nd point here illustrates the lack of depth you are having when approaching this perks power and its combo with franklins. Which would come with experience in using it.

    3. Who asked again…? Honestly this doesn't mean anything. Streamers who play this game for a living can spending thousands of hours on this game and not know something until their chat mentions it, and they have more hours than you and I combined. Is this some form of grandstanding ? Just edit that out of your conversation.

    And use the perk correctly? And just works? What ?
    ….ugh

    Okay first, who said it "just works" anywhere in this thread?

    Use the perk correctly?

    Okay, so if you are running franklins+weaveabroken youll probably want to POSITION those hits strategically rather than just hitting m1 "because me see survivor! me click! me hit! me happy now!" do I really have to explain what I mean by using a perk correctly?

    This would be like chasing someone with legion to the edge of the map, with half your feral power still available and hitting them there, rather than waiting for them to run closer towards the center or looping inwards. IYKYK

    You can m2 someone (depending on the killer of course) if you dont feel like the position of the item will be any help. You are running two perks afterall you probably want the item to help.

    Theres a bunch to unpack here, but I dont think I have to explain further, if you play killer as much as you say, that yes you need to use the perk combo correctly. Which you probably dont know how to, based on this comment above:

    I do not run this perk combo

    Practice makes perfect.


    4. Yea maybe for YOU thats true. Sure. Im not gonna deny that may be the case for you.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 1,804

    It wasn't difficult to "just wait it out" either. The survivor still got really good value by the killer "countering" their perk. Weave has the exact same problem.

    You can not bring an item, but then you're intentionally hurting yourself on the chance the killer has this combo (which is value even if the killer isn't running it).

    If you do have an item, then the "counter" is to reveal yourself to the killer at the start of the match, become oblivious, and spend something like 30 seconds doing a side task to drop that item somewhere safe. That's lethal pursuer, corrupt intervention (you can't just do gens right away) and you have to waste additional time and free aura reading later if you actually want to use your item.

    And that's "countering" the perk. If "countering" the perk is still at least two perks worth of value, that's obscene.

    It has nothing to do with how "easy" the counter is, because the counter physically can't be any "easier" than equipping the perk itself in the lobby. You don't even have to activate or earn this thing, it just gives value because you bought the DLC.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,817

    the whole point of the perk is to punish items. your upset that the perk punishes item when that is the entire identity of the perk. you also don't need to drop it at the start of the match, you can wait till killer begins a chase. Another thing to talk about is that most of gens are often in the corner of the map. So unless your like me that just goes in the center of the map to bait chases, your not really wasting time because you had to walk to the gen regardless.

    BVHR is nerfing the perk regardless. the only question is if they're deleting the perk from existence or giving fair change where it is worse but not completely irrelevant. weave was 8 meters in ptb before it was buffed to 12 meters, i am hoping they just revert it to 8 meters and keep aura reading unlimited unlike human greed with its 3 second duration. at the same time, human greed does work with nurse so it does make a little sense that the perk is weaker as it is balanced around nurse using it.

  • Panabas
    Panabas Member Posts: 24

    Very clever and fun build on Lich specifically, I somehow achieved 4K on the first try! Do you have any more to propose?