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Buff Premonition: Why Removing the Cooldown is Necessary

The recent changes to Spine Chill have left a noticeable gap in the survivor meta, particularly in the realm of killer detection. With Spine Chill now essentially useless for tracking killer proximity, I believe it’s time to revisit Premonitionand consider removing its cooldown. This change would not only make the perk more viable but also create much-needed variety in survivor perk choices, especially in the current state of Dead by Daylight.

Firstly, Premonition is already a balanced perk in its design. Unlike passive detection perks, it requires players to actively face the killer to gain information, adding an element of skill to its use. This prevents the perk from becoming abusable, as it only triggers when survivors are paying attention to their surroundings. However, the 30-second cooldown feels unnecessarily punishing, especially in fast-paced moments when that information is most needed. Removing the cooldown wouldn’t make Premonition overpowered; rather, it would simply make it reliable enough to be worth selecting in survivor builds.

Moreover, with Spine Chill no longer offering effective killer detection, there is a noticeable void in perk choices for survivors who rely on early warnings. By removing the cooldown from Premonition, it could step in to fill this gap. It offers survivors a straightforward method of detecting the killer’s presence, but in its current form, it doesn’t compete with other meta perks. Eliminating the cooldown would make Premonition a valuable option again without overpowering it.

In addition, solo queue players would particularly benefit from this change. Solo survivors often struggle to gather crucial information about the killer’s movements, and with Spine Chill effectively gone, Premonition could provide a necessary boost. In an environment where communication is limited, giving solo players a perk that can consistently alert them to danger would help level the playing field against more coordinated teams.

Finally, it’s important to consider that removing Premonition’s cooldown wouldn’t make it unfair for killers. The perk doesn’t provide aura reading or detailed information about the killer’s exact position; it simply alerts survivors when the killer is in front of them. Killers would still have numerous ways to approach survivors undetected, particularly from behind or with perks that block detection.

In conclusion, removing the cooldown from Premonition would address a critical need in the survivor meta without disrupting balance. It would allow for greater perk diversity, particularly in the absence of Spine Chill, and offer solo players a reliable detection tool in a game where teamwork is often vital. The perk already demands skill and attentiveness from survivors, and removing the cooldown would simply make it more consistent and fun to use.


Comments

  • SoGo
    SoGo Member Posts: 1,304

    Good post.

    I agree with it.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,818

    A killer could walk backwards to avoid spine chill, premonition is based off survivor looking in killer direction. so replace spine chill with a perk that has less counter-play. I am not entirely sure what a killer play is suppose to do vs pre-running other than play high mobility gap-closing killers like Nurse, Blight and billy.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    The argument presented suggests that Spine Chill was too easily countered by killers who could walk backward to avoid triggering the perk, and that Premonition should not be buffed as it offers less counter-play for killers. However, this view oversimplifies both the issue with Spine Chill and the potential utility of Premonition in its current or improved form.

    While it’s true that killers could walk backward to avoid triggering Spine Chill, this required them to sacrifice speed and, in many cases, time. Walking backward is not an efficient or reliable strategy for every killer, especially during moments where they need to pressure survivors or secure key objectives. In practice, many killers would still trigger Spine Chillunintentionally, making the perk valuable for skilled survivors who capitalized on those moments.

    Premonition, on the other hand, is an active perk that provides a directional warning when a survivor is facing the killer within a 45-degree cone. Importantly, Premonition does not require line of sight, meaning it can trigger even through walls or obstacles, but it still offers limited information. Survivors don’t know the exact distance or location of the killer, and since the perk only triggers when the survivor is looking in the killer's general direction, there is still a degree of unpredictability involved. The killer could be farther away, approaching from an angle that doesn't immediately threaten the survivor, or simply moving in a way that doesn’t immediately result in a chase.

    The argument that Premonition offers less counter-play ignores these inherent limitations. Survivors relying on Premonition must continuously adjust their view and position to receive its warnings, and it provides no information about how close the killer is or whether the killer is even aware of the survivor's presence. Killers can still approach survivors from behind, flank them, or use their game sense and stealth to catch survivors off guard despite Premonition's warnings.

    The suggestion that the only counter-play to "pre-running" is to use high-mobility killers like Nurse, Blight, or Billy is too narrow. Killers have various tools to create pressure, including perks, map control, and mind games. Pre-running is not a foolproof strategy, and many killers excel at predicting survivor movement and using map design to their advantage, even if survivors are trying to get a head start on loops. The idea that only high-mobility killers can counter this strategy overlooks the diversity of playstyles and killer abilities available.

    Finally, removing the cooldown for Premonition would not create an overwhelming advantage for survivors. The perk would simply provide more frequent directional information without significantly affecting the core dynamics of the game. Killers still have ample opportunities to outplay survivors, even if the survivors use Premonition more frequently. It would give survivors a chance to react more actively to killer pressure, but it wouldn’t provide them with an insurmountable advantage.

    In conclusion, buffing Premonition by removing the cooldown would give survivors a slightly more reliable detection tool without compromising killer counter-play. It would strike a fair balance between skill-based survivor information and the need for killers to adapt their strategies without resorting to niche tactics like walking backward to avoid detection.

  • Toystory3Monkey
    Toystory3Monkey Member Posts: 809

    I dont remember if premonition works on undetectable killers, it shouldnt, in case it isnt, I agree, otherwise big no.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    Let’s break this down based on the mechanics of Premonition and its interactions with undetectable killers:

    Undetectable Killers and Premonition: Premonition does work on undetectable killers. The Undetectable status effect removes the killer’s terror radius, red stain, and visual heartbeat, but it doesn’t prevent Premonition from alerting survivors when the killer is within their facing direction. This sets Premonition apart from perks like Spine Chill, which used to offer continuous feedback regardless of the killer's stealth status.

    Spine Chill's Role and Premonition's Function: When Spine Chill worked on undetectable killers, it was a crucial tool for surviving against stealthy killers such as Ghost Face, Wraith, or Myers in his Stalker phase. It provided consistent awareness, helping survivors effectively counter stealth tactics. However, with Spine Chill no longer functioning in this capacity, survivors have lost a significant means of countering undetectable killers.

    Premonition now fills a similar niche by providing directional alerts when the killer is in the survivor's line of sight. While it still works against undetectable killers, it only indicates the direction the killer is coming from and doesn’t provide detailed information on distance or the nature of the threat. Unlike Spine Chill, it doesn’t offer continuous feedback and is hampered by a cooldown, which significantly limits its utility.

    The “Big No” Argument: The concern that buffing Premonition would overly weaken stealthy killers overlooks several key factors. While Premonition does give survivors an indication of a nearby undetectable killer, it still requires the survivor to actively look in the direction of the threat. This limitation means that Premonition does not grant continuous awareness or detailed information, and the survivor must be vigilant, making it less of a comprehensive solution.

    Moreover, stealthy killers retain their strengths even with Premonition in play. They can still use their abilities to reposition and catch survivors off guard. Killers with high mobility or stealth abilities can exploit survivor distractions or approach from angles not covered by Premonition, ensuring that the perk doesn’t negate their advantages but rather balances the playing field.


    Given that Spine Chill no longer functions against undetectable killers, allowing Premonition to maintain its current effectiveness is a fair compromise. Removing the cooldown on Premonition would provide a needed buff, making it a more viable option for survivors against stealthy killers without unbalancing the gameplay. The perk’s current limitations, including its directional nature and cooldown, prevent it from being an overpowering tool, ensuring that stealthy killers can still employ their tactics effectively.

    In conclusion, allowing Premonition to continue functioning against undetectable killers, with a potential buff to remove the cooldown, does not break the game or overly penalize stealth-based killers. It provides a balanced alternative to the lost effectiveness of Spine Chill, keeping the game dynamic and fair for both sides.

  • ArthurVeloso
    ArthurVeloso Member Posts: 248

    I understand where you're coming from. My aim is to find a balance where survivors have some form of awareness tool against undetectable killers - what currently is non-existing - without making the killers too weak. Premonition provides directional awareness and doesn’t offer the same level of detail or continuous feedback that Spine Chill used to. If there are specific concerns or points you disagree with, I’d be happy to discuss them further. My goal is to ensure that gameplay remains fair and enjoyable for both sides.

  • burt0r
    burt0r Member Posts: 4,160

    Yeahhhh....no.

    Not only would it hurt already weaker stealth killers as mentioned above.

    It would also ruin a good chunk of the looping bluff/call guessing game around tall loops at the disadvantage of killers.

    You trying to misdirect survivor with your red stain and moonwalking? Nah, they see that you went backwards and call your bluff.

  • SoGo
    SoGo Member Posts: 1,304
    edited September 9

    If there is a problem with Premonition affecting stealth killers, make it the range of it is smaller when there is a killer with undetectable. Let's say, 12 meters instead of 36.

    So, if a killer is undetectable, the perk lights up much later and gives you less time to run.

  • Devil_hit11
    Devil_hit11 Member Posts: 8,818
    edited September 9

    there is still a degree of unpredictability involved. The killer could be farther away, approaching from an angle that doesn't immediately threaten the survivor, or simply moving in a way that doesn’t immediately result in a chase.

    I disagree, there is no unpredictability in the ping as player hovering over in general direction will get ping on the most outer ring of the perk. It is like whisper for killer, you know exactly where survivor is alongside a line and this allows survivor to pre-run directly or to walk preemptively, see which direction goes and then run in opposite directly.

    pre-running is one of the most imbalanced mechanics on killer side in the game in my opinion. the vast majority of killer have little to no counter-play when it is done correctly. it is one major skill-differentiates between low-level SWF and top-level SWF. Every chase becomes a bad chase for killer when pre-running from time efficient stand-point.

    i wanted suggest something that heavily hinders this mechanic however i couldn't come up with something that doesn't turbo buff 3 gen defending. one idea i had was to make it so that survivor have animation between letting go off gen which lasts 2.5 seconds. This prevents gen-tapping however dev beat and created an idea when a killer kick a gen, you need repair 5% to stop regression. The other mechanic was that if a killer is outside of chase and they're following scratch marks, they gain bloodlust 3 as long they touch the scratch marks that they follow. this allows killer to catch-up if a survivor is like 20 meters ahead of survivor where they're just out of chase and your just following them. Think of RPD long hallways or Midwich where this is more common due to map layout even in soloq.

    personally i think survivor should be rewarded more on stealth and understanding the terror radius heartbeat and less on running forward to waste killer's time. Buffing a perk that enables pre-running to be more consistent is hard-negative with current landscape of dbd. SWF still have this universal advantage that is wildly not balanced outside of extreme mobility killers but SWF has never balanced.

    part of reason why killer camp is because vs high-level teams, a swf that pre-run makes every chase take 20 second+ to catch-up so when every chase is terrible for killer, only play that killer has is to camp hooks because it is only time where killer gets head start instead of survivor. that is also a large reason why a lot of swf wins for killer happen on 3 gens because the killer universally can't pressure the entire map due to pre-running. so the only time they get fair chases is at very end of the game where 3 gen are close together where killer has opportunity to not be super far behind or in camping scenario. Unfortunately, since this problem only exists at very pinnacle of survivor-skill, it is not a problem that BVHR is likely to not address any time soon.

    what BVHR is currently doing with most killer is that they're spamming haste almost every killer that is immobile to make killer less ineffective vs gameplay OR they're adding artificial mobility skills in killer kit such as Vecna fly, Dracula's bat teleport, Unknown clone teleport or you get some sort of haste effect or large speed boost. examples are like Trickster's Iri photo card, Skull merchant's haste, Knight's haste, Trapper's haste, buffing clown, adding haste add-on to huntress, short dashes such as Chucky or Wesker. they're all attempts on new killers to weaken pre-running. Some of these end up being somewhat successful while other barely do anything to solve the problem. As most things related to BVHR, very hit or miss.