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What can be done with Invocations?

vBlossom_
vBlossom_ Member Posts: 511
edited December 24 in Feedback and Suggestions

This whole perk class is laughably bad.

To have any effect, you have to:

  • Find basement (takes time, could bring offering, but still).
  • Start doing invocation (takes whole 60 seconds on top of time above needed to find basement - this time could be spent on unhooking, doing gens, healing, cleansing totems).
  • While doing invocation you emit so much noise that you are easily heard from above the basement.
  • After invocation you are permanently broken for the whole trial.

And what you got in return?

  • 10% on each gen? (if they aren't blocked, which is just silly)
    • You could've spent time wasted in the basement on just doing gens
  • Killer reveal they location to all survivors after they scare a crow
    • Laughably bad effect that requires bringing yet another perk that have disadvantage on its own. I don't get why "killer aura is revealed to everyone" could be worth doing this whole mess, when I can just equip Object or Alert and tell my teammates that "killer is next to main" or sth.

Maybe some drawbacks could be removed or Invocation effects could be buffed?

Post edited by Rizzo on

Comments

  • Hex_Ignored
    Hex_Ignored Member Posts: 1,964

    Agreed. They would either need insane buffs to compensate the heavy downsides of the perks or the downsides would need to be a lot less punishing. As of right now, using an invocation is basically throwing the game.

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,012
    edited December 23

    I'd do the following:

    Weaving Spiders now ignores gen blocking and just works regardless. Considering you're broken the rest of the game and have to spend a minute in basement it's not really fair for gen blocking to nullify it. The effect is decently strong if it actually works, but it needs to work 100% of the time.

    Treacherous Crows' aura reading should last a little bit longer and not have the terror radius requirement (ie. it should just work any time the killer disturbs a crow regardless of if a survivor is nearby or not). In theory, revealing the killer to everyone is a strong effect, but the perk is just far too limited and inconsistent right now. If it's going to be worth the time investment and being injured all game then it needs to be a lot more powerful than it is right now.

  • CursedPerson
    CursedPerson Member Posts: 192
    1. remove being able to be interrupted.
    2. lower time from 60 seconds or make the effects significantly stronger to warrant the time investment
    3. make them all complete-able at the same time
    4. Perma broken is way too much of a downside (your down a teammate who can never make altruistic plays)
    5. the way treacherous crows works is already flawed on a fundamental level which people pointed out on the ptb (survivors are disturbing crows 4x as much as killer and if killers are always following survivors they can never disturb crows)
    6. weaving spiders can straight up not work if gens are blocked ?! fix that
    7. stop releasing chapters with 4 killer perks (invocations being so mathematically bad they help the killer)

  • DancewithmeKate
    DancewithmeKate Member Posts: 37

    Nothing will fix this type perks if they keep broken effect. I liked @jesterkind 's idea. Broken effect should stay on you until killer hook you. This will be fair trade. And perk is not coming for free, survivor still need to use good time to activate it.

    Treacherous Crows is however, it's really bad perk. I tried to get value from it multiple times but it's just not working at all. Most crows disturbed by survivors which means killer is not disturbing them good enough. I'd rework this perk. Killer's aura revealed for 3 seconds every 15 seconds while they are in chase. Something like that.

  • buggybug
    buggybug Member Posts: 485

    Me when I see teamates with these perks and am running the killer for about to 2 3 gens worth of time

  • Ayodam
    Ayodam Member Posts: 3,202

    I just go ahead and stop running. Like right in mid chase I just stop. Just hook me so I can die.

  • buggybug
    buggybug Member Posts: 485
  • Boons123
    Boons123 Member Posts: 965

    I've always been fond of the idea that it only lasts until the next time you're hooked

    This is a very bad idea, all that will happen is that the killer will slug you and refuse to hook you.

    I mean it's in the killer's best interest that to stay you're injured for the rest of the match ,so why would the killer want to take it away from you? Literally the killer chasing you just got easier.

  • Langweilg
    Langweilg Member Posts: 1,458

    The main problem is the downside of broken and that you can’t do them together. I’m fine with all the other things.

    What I would do:

    • Invocations can be done all at once, but each one increases the required time to complete them by 20 seconds.
    • Each new invocation should have a downside fitting to their effect and strength (not broken or exposed).
    • Weaving spider trades one of your hook stages like with shoulder the burden and treacherous crows makes you oblivious.

  • Oputeeva
    Oputeeva Member Posts: 172
    edited 1:39AM

    Useless perks, survivor can't have a good perks because killers will start whine about it, because if they can't 4k each match they are very upset…

    I personally want from devs to release 1 good/balanced perk each chapter for killer and survivor, 3 for survivor/killer is a lil too much since there is a lot of perks

    Post edited by Oputeeva at
  • SidneysBane1996
    SidneysBane1996 Member Posts: 878

    The issue is they've decided Broken is the catchall downside for every Invocation, but that's not appropriate for every Invocation. Weaving Spiders, sure, but Treacherous Crows? No, I don't think so.

    The issue with Invocations is you cannot make them too strong or they become overwhelming for most Killers, and you cannot weaken them because they already have too many drawbacks. I don't think much CAN be done except to go back to the drawing board on what Invocations do.

  • Musxussu575
    Musxussu575 Member Posts: 63
    • Basement is in one of two locations on outdoor maps and a fixed location on indoor maps. That's hardly a problem.
    • The 60s timer is better than it used to be; comrades supercharge the time it takes. No instant gratification for a benefit.
    • Emitting noise is hardly an issue in many maps, e.g. the Game and Midwich where basements are guaranteed to be out of the way of normal trekking (as mentioned in point #1). Comrades know you're invocating, so they know not to lure killer your way.
    • Perfect opportunity to try something new instead of the same-old-same-old meta stuff. Resilience, Soul Guard, This is Not Happening, heck even Deadline. Don't worry, you'll still be able to use your precious Windows of Opportunity.

    • A Brand New Part installed on every generator in the game. If you bring those in toolboxes, why complain about this perk?
      • People's unhealthy obsession with the "just do gens" schtick is not a good thing. Certain popular streamers contributed to that fallacy, unfortunately.
    • Everyone being similarly obsessed with aura-reading perks surprises me that this is viewed as a lackluster effect here. If it's auras you want, this is the way to get it triggered all the time. Even philosophically, it makes sense. How is this catching flak?