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General Discussions

Wake Up NERF?!

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  • Member Posts: 7,204

    If the problem was that they didn't want it to be good as a self-centered perk in 1v1s with the hatch closed then a better change would have been simply making it only work when the generators actually get finished but keep the bonus at 50% always. Even then I'm not sure if that's necessary, but it'd be far better than this.

    With this change it's just a completely unnecessary nerf in 3v1s and in 2v1s it's no longer buffed at all which is really disappointing.

  • Member Posts: 566
    edited January 27

    They've probably did this to avoid some survivors letting people die on hooks to try to get an escape by combining Sole Survivor + Wake Up, going for gates after the killer closes the hatch. But i don't agree with the changes too.

  • Member Posts: 209

    How do we know this is real? I'm not seeing anything on their website …

    The last Live Patch notes is 8.4.2 from December.

    The last PTB Patch notes is 8.5.0 from early January.

  • Member Posts: 7,204

    Go to Information Center at the top → Game Info and it's in the newest dev update from 25 minutes ago.

  • Member Posts: 605

    I played him in my 5K-hours a lot and I know what is strong or weak on him.

    - Alarm-Clocks are MASSIVE, Snares are better, Pallets are even weaker, the Teleport is better, the Fake-Teleports are weaker.

    Overall he hasnt won a lot.

  • Member Posts: 858

    alr guys, i think everyone should learn that perks and game mechanics are not only being nerfed/reworked when they are too strong, but when they are simply...unhealthy too. Wake Up is a perk like Sole Survivor it encourages selfish playstyle more than it rewards altruistic play, because when your teammates are all alive, you'll do well without it.

    Crying about Wake Up nerf is basically equivalent to random killer player complaining about Knock Out nerf if it took place.

  • Member Posts: 368

    So it seems like devs didn't approve of sole survivor/wake up combo lol. I think there were ways of fixing this without straight up dumpstering the perk like do this but then increase the speed for each survivor in your radius. As is nobody is gonna use this perk now.

  • Member Posts: 209

    Oh, I see. I've been going to the wrong place. I've been using Information Center > Patch Notes and then clicking on the menu to look between Live and PTB patch notes. I wonder why they keep things separated in two areas.

  • Member Posts: 10,113

    Well of course the speed is relevant with everyone alive. Less time on exit switch, more time to reset/body block.

  • Member Posts: 10,113

    No, not at all. He's barely stronger, and his pallets are actually weaker, literally turning a bug into a feature (getting stunned by his own dream pallets). "Major buffs" would be like turning current Chucky back into peak Chucky.

  • Member Posts: 1,669

    Behavior is good at making everyone laugh. 😂

    This change is great.

  • Member Posts: 3,882

    Hmmm... OK so the point about giving it a unique identity (obviously vs. Sole Survivor) is fair enough... I don't disagree with that goal, and the original reworked version did have an issue where it was just more consistently useful Sole Survivor…

    If there are 2 survivors alive it matches it's old version, but is weaker if alone, and stronger if 3 or 4 survivors alive. I suppose it does work while someone is on hook and alike in prep for hook saves.. but it's struggling to find value here... if you have a scenario you can get value from it, you likely have plenty of time to work on gate without it. It's needs an adsitonal effect for sure.

    One effect that might be worth adding is you see the exit gate panels at all times throughout the trial.

    This would at least make it easier to plan which gens you want to break/leave in preparation for gate, and you can of course pre-run to gates before they are powered, so when gens pop you can ensure you get there first for your faster opening speed.

    It'll still be a bit niche, but at least it'd have a useful identity.

  • Member Posts: 13,032

    I have no idea why they made Wake Up of all perks worse as now its a curbstomp perk that only does something if the killer manages to not get a single kill the entire game and even then doesn’t make it better than a consistent 50% gate open so I have genuinely no idea why this change went through

  • Member Posts: 209

    Wake Up was suspiciously reworked to have very limited synergy with Sole Survivor. Where did I see this before?

    It's very clear to me that someone at BHVR saw this video and didn't like seeing the exit gate opening in 10 seconds.

    I wonder if threads like these would be prevented if BHVR literally wrote in the patch notes "We saw the video you made. We didn't like what we saw. We are intentionally not letting you do that." Their decision makes sense to me.

  • Member Posts: 75

    Behaviour doesn't care about what the public wants, FIRE UP is still garbage, Wake Up has become the worst Survivor Perk, Vigil is broken

    Behavior you could stop making mistakes in this Freddy Update…

    Fire Up: Need to start with 1 token at the beginning
    Wake up: Leave her as she was before, please...
    Vigilia: Leave her as she was before this PTB

  • Member, Alpha Surveyor Posts: 3,103

    Actually fire up's… kinda nice now, assuming theres no shadow change to it from PTB. Put it with brutal strength and pallets basically don't slow you down unless it stuns.

  • Member Posts: 456

    I hope clairvoyance and left behind end up with the same treatment, I'm tired of having a survivor that doesn't do anything but wait for the team to die.

    I don't think it was a bad idea to nerf it like this but they went a bit overboard and nerfed 3v1s and 2v1s as well, which removes a great part of it's utility

  • Member Posts: 5,233

    They could've easily made Wake up a 'non-selfish' perk. All they had to do was add one line of text that said

    "If you are the last survivor remaining in the trial, this perk deactivates"

    Adding this stacking/reverse stacking thing just makes the perk punishing for no reason. All 4 survivors making it to endgame is pretty rare, most 'balanced' games have it as a 3 v 1 when the last gen is done meaning you're stuck with 37.5% faster gates which isn't bad obviously

    But it's still a nerf from the flat 50% you would've had, for no reason.

  • Member Posts: 75

    xDDDDDDDDDDDDDDD

    Fire Up has the same problem as DeadLock, they are super easy perks to counter

    DeadLock is an engine that the killer doesn't zone 99% of the time
    Fire Up can be done by 2-3 gens in almost the same time

    Fire Up needs to start with 1 token, this is really urgent and nobody is talking about it

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