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Why do I have to do 2 invocations to activate both perks?
Why isn't it like boons where it's all in one? It's such a huge waste of time to do both!
Comments
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I agree. Though the new survivor and killer have weak rehashed perks. Invocation is the worst perk. For one the killer always tunnels the Invocation person and more times than not second phase happens because someone's in the basement, someone's being chased and the other is hiding. Invocation from Sable is rarely used too so I don't know why they would do another one.
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These newbie trap perks are worst than people with urban or self care, I much rather those two than innovations. Had a match where we had 3 gens done and while am being chased by doctor 2 of them in basement doing innovation, like bro that could have been the last 2 gens and idk wth the last person was doing.
Post edited by buggybug on8 -
I did it in a game thinking that both would work but nope. I wasted 2 mins and I barely got value from treacherous crows
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I wasted 2 mins and I barely got value from treacherous crows
Just wait, one day you'll be able to waste 4 mins in the basement to barely get any value.
On the topic of invocations (and boons). There are 3 design approaches they could have taken -
1: Survivors are limited to one invocation and cannot run more than one.
2: Survivors can take as many invocations as they want, but they need to activate each one separately.
3: Survivors can take as many invocations as they want, and if succeed on one all of them activate.
To me, approach 1 would be the easiest to balance each around the idea of comparing it directly to the value of other perks. Some people like approach 3 and the idea that invocations should be like boons and should balanced around the idea that people are going to run a full boon build and we balance around that.
Approach 2 seems like the absolute worst possible approach to take, which is what BHVR has chosen to do.
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Yes, the design went horribly wrong.
Either do the same for the boon totems, so that only one blessing can be active, or change the invocations so that you can do both at the same time.
The values of the invocations are really not so exaggerated that this would not be possible, and you also run a high risk if you stay in the basement for that long.
Unfortunately, there seems to have been a lot of sloppy thinking.
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Because having forever info on the Killer all round PLUS faster gens puts 4 Survivors in a stronger position than some Killers are normally. That's why Invocations can't stack.
They are that powerful. You're only meant to bring one.
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I had a team mate try the new one tonight and the only consistent value was when the killer would carry someone to hook lol because obviously more often than not survivors disturbed birds before the killer had a chance to. On its own it's not worth it, these perks are just bad
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Invocations aren't meant to help survivors.
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Please just don't use Invocations.
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They’re pretty weak actually. And Treacherous Crows nets almost 0 value because a survivor is more likely to disturb crows than a killer. There are regular perks that do its job so much better (Alert, Dark Sense, Poised, etc).
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1 or more years later in Solo Q: Teammate spends 3 whole minutes to activate their 3 invocation perks. By the time they can contribute, their other teammates are either dead, replaced by a bot, or on hook. And the invocationist survivor is injured and broken. But at least they have No Mither…
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Invocation are simply too powerful to be allowed to have them all be used at once.
Basement gaming must be kept in check. Being in the basement allows me to have a sip of my water
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1 would be the best choice, but it would require invocations to actually be balanced.
Invocations are so bad that they would only be viable using 3.
if they were just a time expenditure for their boon, they would be valid choices, but the huge time expenditure + injured + wasting other survivors time at a worse ratio… they're practically killer perks, because they are actually a hindrance.
They 100% should stack on a single use to make them viable, or they should be rebalanced to be viable options and limited to 1/character.
honestly, I could see BHVR, for the name of 'balance' start assigning slots to types of perks, to give things like invocations a purpose.0 -
Didn't expect this thread to be revied.
#1 and #2 are redundant.
I'm not sure what you mean here because they definitely aren't redundant as they are two very different options.
#2 is already how it works
Yep, I say that in my post.
limiting how many you can bring makes no sense
Why doesn't it makes sense? As I said, and Perrin mentioned as well, it would make it much easier to balance as a game factor. There are reasons why it might not be the best option, but there are also strong advantages in its favor.
Personally I think they should pop simultaneously but additional negative effects are stacked for each.
That would be a possibility, but it strikes me as incredibly hard to balance as a concept. Especially if as you say:
perks should be balanced around all popping.
then creating a series of cascading effects seems like an unnecessary complication when BHVR could just design Invocations like they do boons.
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Huh, who said these perks are for survivors?
There must be a mistake by the developers, it was supposed to be for killers!
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Yeah, the invocations are not balanced right, yet. For the two specific invocations we have, it would probably be fine if they stacked, but there will be more in the future, and it would quickly get too strong. Unlike totems, the invocation also can't be removed, and I think it still stays if you die.
In principle I get what invocations are supposed to be — you're taking a hit to help the team. Maybe, instead of being broken, you should trade a hook state to do each of your invocations (but be able to do them at once). So, you could trade one hook state to do one invocation or two hook states to do two, and then you can't do more than two. Or maybe you can die to do three — IDK; that one feels like a meme build.
And then also the invocations could be more powerful.
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