Visit the Kill Switch Master List for more information on these and other current known issues: https://forums.bhvr.com/dead-by-daylight/kb/articles/299-kill-switch-master-list
We encourage you to be as honest as possible in letting us know how you feel about the game. The information and answers provided are anonymous, not shared with any third-party, and will not be used for purposes other than survey analysis.
Access the survey HERE!
Allow Resilience's speed bonus to affect Invocations aswell
Resilience pretty much speeds up every survivor interaction possible but not Invocations, why?
Comments
-
Because one minute is plenty of time to do an invocation, the idea is for it to be a timesink for a relatively game-altering or strong effect. Also it would be easily abused with stuff that causes Broken, and having multiple Survivors on an Invocation already speeds it up. We don't need everything to be faster all the time.
I agree Treacherous Crows needs some sort of change for the effect it causes, but remember… it creates permanent info on the Killer every time they disturb a crow. Something you do by default as Killer all the time unless, I believe, you're undetectable.
Post edited by SidneysBane1996 on3 -
the idea is for it to be a timesink for a strong effect
This effect is laughably bad right now and it has three huge downsides:
- being broken,
- unavailable for more than a minute
- and vulnerable for this time.
3 -
and weaving spiders can be countered by gen blocking perks.
Back to OP: It would make sense giving it this effect.
5 -
But the effects are not strong lol
Invocations usually end up providing negative net value for the survivors. 9% extra speed while invoking is hardly going to cause any problems.
3 -
And while we're at it, let Leader work for Blessing totems too.
4 -
It got added later, and since it's quite popular anyway, they didn't bother to update it.
2 -
Having 10 less charges on every gen on the map isn't strong? On what planet is that not helpful or strong in the right build? Reducing generator time is ALWAYS strong for Survivors.
2 -
Did you read downsides and prerequesites of this perk?
Because it's not like "snap fingers and you instantly have 10 charges".
5 -
As @vBlossom_ mentioned, the downsides of using invocations typically outweigh the good effects of the perks.
Sure, placing a smaller BNP percentage on each gen is helpful — but what's the cost? Being injured all game, notifying the killer that you're down there once the invocation is completed, and the fact that you can't use two invocations at once.
That's not even mentioning how laughably bad Invocation: Treacherous Crows is with the effect that it provides.
Alongside that, @Langweilg mentioned how Invocation: Weaving Spiders gets blocked by popular perks such as Grim Embrace, Dead Man's Switch (usually paired with Pain Resonance) altering the perks usability.
These effects are miniscule compared to making a survivor permanently injured for the full game requiring a hefty detriment to the team hence why you barely see invocations used in normal matches.
5 -
Here we go again.
If the perk is so helpful, then where are all the people running Weaving Spiders?
Right, there aren't any because it's a terrible perk that usually hurts the team more than it helps.
4 -
Good Survivors who can make value from niche perks run Weaving. It's like Potential that way.
You will never be convincible, you seem more interested in trying to win an argument. Have a good day.
3 -
Good Survivors
How could content creators like Otzdarva put this perk in lowest tier?
4 -
First of all, Otzdarva may know a lot, but don't take his word as Gospel. You should be able to make your own conclusions (which I think you have already made)
Second, the reason I think he put it there is because the average player just throws the perk on, runs into the basement, activates invocation and gets killed. To use the perk you need to go in the basement stealthily and listen to when the killer is close to get off without getting interrupted. It's a risk reward. Even after doing that, the risk reward stays from the permanent gen reduction while you are permanently broken. While I'm not saying it is necessarily a meta perk, it isn't bad by any means in its current state.
0 -
It's not an argument, the perk is just objectively bad.
1 -
it isn't bad by any means in its current state.
Yes. Yes it is.
1 -
No, the perk is placed there because it's objectively a waste of time.
Not to mention the fact that the killer gets notified of it when they walk into the basement and see the salt circle anyways.
It's generally a waste of time, making you primarily useless the whole game as you're permanently injured.
You can't help the team at all and it makes it even riskier to do certain plays due to how much of a detriment and time sink the perk provides. All that time that the survivor did doing a Weaving Spiders is best placed on a generator.
Once the survivor is done — what can they do? They sneak around the map because unhooking is harder, trying to complete generators is more riskier because they're constantly one hit away from death and is an easy tunnel target the whole game once found. Both are abysmal perks that hardly give any value and it would have been better had they not made you permanently broken the whole game. Some can argue that it might be too broken in that stage, but in its current iteration it provides nothing for the team.
Someone mentioned Potential Energy - I used to run the perk with Prove Thyself before it was nerfed in an unwarranted way — this perk is also a waste of a perk slot given that it makes you doing generators at a slower rate and you lose all stacks when you're injured. They sound good on paper but when applied in actual games, they hardly make a dent into regular gameplay.
0