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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

  • sizzlingmario4
    sizzlingmario4 Member Posts: 7,019
    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: 194
    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)

  • buggybug
    buggybug Member Posts: 495

    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: 3,203

    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: 495
  • Boons123
    Boons123 Member Posts: 966

    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: 1,475

    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 December 25

    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 on
  • SidneysBane1996
    SidneysBane1996 Member Posts: 897

    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: 68
    • 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?

  • SoGo
    SoGo Member Posts: 1,539
    edited December 25

    The reason these perks are frowned upon, is the magnitude of drawbacks, conditions, and things it can go wrong.

    Weaving Spiders can be completely useless if someone happens to use Grim Embrace. But it still breaks you. The permanent Broken is not only a 50% chase reduction, but also an extra free tracking for killer and an easier tunnel target. And did I mention that Treacherous Crows can be denied by 3 different status effects, as well as bad RNG?

    Also, let's not pretend that teammates will help you with it. I personally saw few posts where people were griefed and sold out to the killer just for running the perk.

  • Musxussu575
    Musxussu575 Member Posts: 68

    Grim Embrace does not negate Weaving Spiders. In fact, Weaving Spiders helps bounce back faster than otherwise possible once Grim Embrace's effects end.

    No killer bases their gameplay around crows. Even if they use Spies from the Shadows or Languid Touch, it's not the focus of any build or power-synergy. Nobody uses the Blindness mechanic (even though they should), and Oblivious/Undetectable perks always have an easy counterplay.

    Just because a perk doesn't launch you towards the finish line and hands you the escape on a silver platter doesn't mean it's bad. It's not wrong for there to be even a slight inconvenience and/or counterplay to any given perk. That's called balance. With everyone crying like babies over "erm, um, this game is so killer/survivor -sided, hurr durr" things like this land safely in the middle.

    If people grief/sellout Invocaters, it's probably because they've been warped into believing that this perk line is so bad that no one should ever dare run it, which is sort of the impression that people like you are encouraging.

  • SoGo
    SoGo Member Posts: 1,539

    Grim Embrace DOES in fact negate the effect of Weaving Spiders entirely, if the ritual finishes while the gens are blocked. Also, Weaving Spiders’s effect can sometimes be less efficient just doing gens normally.

    The effects of both Invocations could be strong. But with all the conditions, drawbacks and RNG elements, you are better off running anything else. Hell, No Mither can give you more value in some cases. The Broken downside basically requires you to run other perks that make it less of a burden.

    But I’m not stopping you. Run the perks. Go ahead. I’m sure your teammates and the killer will all enjoy it. :)

  • Musxussu575
    Musxussu575 Member Posts: 68
    edited December 26

    "…if the ritual finishes while gens are blocked." 🤦‍♂️ That's such a tiny, minute, niche, specific, unlikely occurrence that it can't seriously be a legitimate argument. That's like saying, don't bring items into games just in case the killer is running Overwhelming Presence. Don't use Boons just in case you'd lose them to Shattered Hope anyways. Don't bother with Any Means Necessary if a killer might bring Spirit Fury.

    You're basing your entire evaluation off something that you've probably never seen happen, nor likely ever will.

    And again, as far as Broken goes, it mandates creativity for your builds instead of the same old stupid stuff. It offers change and uniqueness. 'Embrace' it, don't fight it.

    By the way, I never see killers run Grim Embrace. There's 127 killer perks in the game and you're basing your argument on 1 of them. If only a 0.8% portion of the killer's repertoire causes concern, we can take our chances.

  • SoGo
    SoGo Member Posts: 1,539

    As I said, run them if you want, I'm not stopping you.

    I'm just laying out the fact that any other perk is more benefitial than the Invocations.

  • SidneysBane1996
    SidneysBane1996 Member Posts: 897
    edited December 26

    To be absolutely fair, why shouldn't a perk that permanently makes every gen have 80 charges have any drawbacks? And why shouldn't perks on one side be able to counter perks on the other? Is there anything inherently or tactically wrong with that?

    My issue is mostly with Treacherous, it probably should have a different drawback for what it does.

  • SoGo
    SoGo Member Posts: 1,539

    Now, I don't think these peks should be free value at all. A permanent drawback for a strong effect is a good trade off, but I think that it would be better if it was Exposed instead of Broken, or alternatively, a third, special state in-between, that makes you instadownable even by special attacks, but doesn't make you perma-injured (in short, I don't like the fact it double hinders you in chase AND makes you a tunnel target).

    Also, the whole gen blocking thing just seems like an oversight to me. The PTB version (which only added charges and didn't lock them in) simply ignored gen-blocks, and this one should too. The scenario where this happens is rare, but imagine giving the opponent a huge advantage, while you get nothing because of unlucky timing.

    I'm glad we can agree on Treacherous tho.