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Invocation Perks should have different time to complete (and should have different punishments)

Gardhome
Gardhome Member Posts: 179
edited December 2024 in General Discussions

Invocation time should reflect the effect it did to the match. For example Treacherous Crows not worth 60 second you spend in the basement, and Weaving Spiders is overbuffed, cause 60 seconds is to little for such huge effect. So i suggest changing them like this:

  1. Treacherous Crows: buff: Reduce the duration of the Invocation process from 60 seconds to 45 seconds. rework: replace permanent broken status with permanent oblivious
  2. Weaving Spiders: nerf: Increase the duration of the Invocation process from 60 seconds to 90 seconds. rework: replace permanent broken status with permanent exposed

Comments

  • crogers271
    crogers271 Member Posts: 2,038

    So let's start with the concept before we get into individual suggestions:

    Invocation time should reflect the effect it did to the match. 

    I don't know what BHVR's impression of invocations is. I think with the general disinterest we might get a larger overhaul to them at some point.

    Presuming that doesn't happen, then yes, each invocation being balanced on its own would be my preference.

    Treacherous Crows: buff: Reduce the duration of the Invocation process from 60 seconds to 45 seconds. rework: replace permanent broken status with permanent oblivious

    It would be in the right direction and would take it out of the realm of worst survivor perk.

    For example Treacherous Crows not worth 60 second you spend in the basement, and Weaving Spiders is overbuffed, cause 60 seconds is to little for such huge effect.

    I don't think Weaving Spiders is even close to being worth running at 60 seconds. Even if we switch from permanent broken to exposed, going to 90 seconds would make it an absolute killer to your fellow survivors.

    I'd far rather have them reduce the time in basement, even if that necessitated lowering the benefit. A minute spent in the basement, much less 90 seconds, isn't fun game play and if it gets interrupted late in the invocation its basically cost the match on that decision alone.

  • DancewithmeKate
    DancewithmeKate Member Posts: 137

    That's first time i am seeing someone is complaining about Weaving Spiders.

    It's terrible perk. For many good reasons:

    Time investment is too long to justice the effect.

    Teammate is being broken is meaning they are easy target for tunnel out.

    They can't help to hooked survivors if killer is proxy camping.

    This perk has already low-pickrate. Are we really want to make it even less picked?

  • Gardhome
    Gardhome Member Posts: 179

    Replace broken with exposed is actually would be a huge buff for the perk. Cause you can no longer one-hit against strong and decent killers (whos mostly m2) like Blight, Nurse, Wesker, Alien, Chucky, Nemesis

  • TWS001
    TWS001 Member Posts: 287

    Treacherous Crows is widely regarded as a top 3 worst perk in the game and Weaving Spiders certainly doesn't need a nerf.

    I used it for a couple of days a while back to do some tests with it. Only time it was useful was using it at the end of a match when a killer was protecting a 3 gen. I remember it worked a couple of times. One was a farm map where a Blight had a 3 gen and there were only 3 of us left. Me and another survivor kept getting one of the gens to around 80%, but he kept chasing us off and going back to the other gen where the 3rd survivor was. I was already 2 hooked so went off to the basement. The invocation must have 99'd the gen and it popped a second or two later. The gate got opened and all 3 got out.

    It also massively helped in another very similar scenario, again, being two hooked, except I didn't quite get out being broken but the other two did.

    Even with these successes, it certainly isn't OP, is extremely niche and only useful in very specific circumstances. Using it at the start of a match is pretty much a death sentence and overall it simply isn't worth running for the very occasional time it is useful, like once in 50 matches or something! Way better value to be had out of so many other perks.

  • Gardhome
    Gardhome Member Posts: 179

    I know that Treacherous Crows is bad. So i suggest a decent buff for it. Weaving Spiders is a good perk, cause permanent gen time reduce is a huge value. So 60 second is to little time for bnp on all gens. The only bad part is you cant last long in chase against strong killers (whos mostly m2). So i suggest spend more time on activation and as compensation replace broken with exposed (cause m2 doesnt work as instadown).

  • TWS001
    TWS001 Member Posts: 287

    What makes you say it's OP? Have people used it against you when playing as killer or have you or your team had lots of success using it? I'm genuinely interested.

    My experience is people using it get killed every quickly and it's soon 3 people to do 4 remaining gens or something similar. I don't remember anyone using it at the start in one of my solo queue games and the result being anything less than a 3K. That's why I came to the conclusion it's best use was late in a game to get the last gen over the line.

  • crogers271
    crogers271 Member Posts: 2,038

    Sure, that doesn't relate to overall issues though. You're still increasing the timer by 30 seconds and lots of times you're still going to be facing killers exposed is just as good for (and for some, like Wesker, its not a huge change).

    The problem with the perk isn't just the trade off, though that's a substantial issue, its that the other survivors have to play a 3v1 without you or the killer finds you in the basement. Both situations weaken the perk when at most you get a moderate time benefit on the gens.

    And that's part of the problem with Invocations. They are really, really bad.