http://dbd.game/killswitch
Thanks for nerfing Wake Up
I've been saying for years that this perk is way too strong, and its pick and escape rates go to show
Truly a deserved change
Comments
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i love sarcastic posts like this one...
on all seriousness, tho, turning it from bad perk to trash is insane
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I don't even think it was necessarily bad, lol.
I always use the example of me 99%ing two gates against a perma-tier 3 Myers as an example of non-selfish gameplay with the perk.
It didn't warrant a nerf and the fact that Vigil (I'd argue is stronger than Wake Up), along with the buffs to Remember Me... It makes no sense to nerf Wake Up.
Even with the 10 second to open an exit gate video — it's a person actively making an exit gate build. It's already hard enough to get 3-4 survivors to the end, so making it progressively get worse the more survivors die is a terrible change that punishes solo-queue even more.
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sure, whatever, this counts ig
bird
from bird/h on bluesky
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I don’t understand why it’s being nerfed. They could have simply left it untouched altogether.
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sometimes it feels like they're putting the names of perks on a dart board and just nerfing whatever they hit
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Yeah this perk just got worse for no reason. If you're at the gate stage of the game with 3-4 people you're already doing extremely well and don't really need the extra opening speed. But now if you're the last person left its now nerfed by half of what it was before the update.
Perk went from niche to a proposed good then proposed win more perk that gets worse if you're the last one left for gates.11 -
bird
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I think I got nostalgia from BHVR nerfing coup de grace after the binding of kin PTB.
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it has a 1% pick rate according to nightlight, and a 33% escape rate (meaning survivors with this perk escape 33% of their matches while the perk is equipped).
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how do you go from buffing a perk by double, to nerfing by half. Seriously, what is BHVR actually doing?
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like the manaties in south part *skull emoji*
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The way Perks are being defined these days is comical. A whole lot of gatekeeping going on and I'm not talking about the actual gates.
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ouch that is so bad. 33% escape rate.
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for the who knows which time, pickrate of perks isn't only thing that determines if they need changes or not. On top of all, Wake Up is part of Nightmare on Elm Street chapter, which was basically struck by balance changes as a whole.
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Considering it’s an endgame perk? Yes, it is.
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It's only a nerf when you're the last survior compared to the Live version but still, absurd that they'd nerf it from PTB version.
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cat
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wake up didn't need changing, or if it did it needed a buff. feel free to search the name of the perk on the forums, you'll see a bunch of people shocked that it got nerfed, and then a handful of people from several years ago remembering it exits just barely long enough to suggest a buff.
although it's not the most thorough proof of it, posting a screenshot of a 1% pick rate and 33% win rate was just the funniest and most succinct way of making that point
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Sole Survivor and Wake Up are in the top 5 escape rates, because so many people are specifically using them in selfish builds.
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Nightlight perk escape stats only count the escape rate of randoms using those perks.
If an escape with that perk made it into the Nightlight escape stats, it's either because the person who uploaded the match was a killer player (20% chance due to 1 killer vs 4 survivors), or more likely, the survivor who uploaded and the random who brought the perk both escaped after powering the gens
To me, this goes to show that people who bring those perks are more likely to be sweating for escapes, and that they're bringing those particular perks either for endgames or as backup should their teams decide to throw despite their best efforts.
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They’re more likely “sweating” for escapes by combining wake up with sole survivor, and deciding before the game has even started that they are going to selfishly sandbag the team.
Sole survivor wouldn’t have such a high escape rate if survivors were just “playing normally” and “using it as a backup”. And the fact that both these perks are both near the top of the escape rate list is because they are being used together.0 -
Sorry, you've provided no evidence, while ignoring and failing to disprove mine. This alongside your history of absolute contempt for all survivors in every post you make on these forums leads me to the conclusion your theory holds no merit and is based entirely in bias with no consideration for reality.
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- How do you think sole survivor got such a huge escape rate, if people are mostly just using it as a “backup”?
- Do you think it’s coincidental that sole survivor and wake up are both near the top of the escape rates? Or is it more likely people are using these perks together because they have so much synergy in a selfish build?
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Feel free to reread the post you've already responded to in order to get my answer to those questions, as I have already answered both of them.
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For reals, what you should be asking is for BHVR to review the game stats, to determine if survivors using Wake Up are more likely to be playing selfishly.
Because both of us are basically speculating, and BHVR has access to the actual stats to determine if Wake Up actually is being used selfishly.Edit: And before you ask, the specific stat is the average percentage of games where a survivor equipping wake up is the last survivor alive, compared to the average percentage of games where any survivor is the last survivor alive. And “last survivor alive” means the other 3 survivors are dead.
And the other stat is the average percentage of games where a survivor equipping wake up AND sole survivor is the last survivor alive, compared to the average percentage of games where any survivor is the last survivor alive.
Post edited by Coffeecrashing on0 -
You don't know they are sandbagging; Wake Up Sole Survivor can be a contingency plan in case a match goes south. That can be worth giving up half a build for
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Eruption was nerfed, even though some of the killers using this perk weren't trying to force excessively long 3-gen games. The point is that perks can be nerfed even though they aren't being misused 100% of the time.
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Eruption wasn't nerfed because of 3 gen strategies, it was nerfed because gen kick in general was way too strong and Eruption in particular erased + prevented close to a full minute of survivor time, per survivor affected, per proc. Killers could get one hook every 3-4 minutes and end the game with 2 or fewer gens completed (ok, this is an exaggeration, but not by much.)
That said, it was overnerfed IMO and I would have preferred they knock it back down to where it was before 6.1, but that's a whole different point entirely
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Eruption was also nerfed to disrupt its synergy with overcharge and call of brine. Remember how it prevented survivors from doing anything, literally anything, for at least 60 seconds at a time?
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oh my gosh yeah, it was 16 charges instant regression + survivor couldn't do Anything for 30 seconds + the gen regressed for those 30 seconds for an effective 53.5 seconds of survivor time erased, and then COB + Overcharge would regress gens at 400% normal regression (equal to solo repair speed), absolutely disgusting stuff
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Yes yes, so all the hardcore killer mains keep telling us survivor mains. It's so great you have our best interests at heart and are protecting us from ourselves..
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It was awful. As survivor you could not get through a match; they went on for as long as the killer wanted (or didn’t). So many people want that back though. So. Many. People.
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The only thing I remember you could do was hope the killer didn't bring [that build], and if they did always just wait until someone was chased and then group up as 3 and try to coop an entire gen before the survivor got knocked down
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The best way to close the gap between solo q and SWF, is to discourage survivors from having massively selfish playstyles.
How is solo q supposed to feel like a team, when it's "acceptable" for players to decide their primary game strategy is to be as selfish as possible?
And by the way, massively selfish survivor playstyles are actually in the killer's favor, because when survivors spend the entire game hiding, and not helping their teammates, it makes it easier for the killer to win.
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This has never been a problem before, and BHVR's design philosophy fully leans on survivors not being a team, so why are we suddenly making a meal out of it now?
Remember, a dev basically said that it's more skilled to rat for the escape than it is to run the killer for five gens for your team.
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And…
What does that even mean? You use it to save yourself. what is wrong with that? If a match is determined as a loss by a survivor is nerfing wake up going to make them play riskier if they want to live?
I can't believe the devs sat down in a meeting a said, you know what's the biggest thing holding back survivors, Wake up.
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I honestly wonder if we're playing the same game.
Solo Q isn't struggling because people are all waiting for exit gates to use wake up. They are struggling because their teammates can't last 10 seconds in a chase. I don't know how to fix that but nerfing wake up won't fix it.
It's usually the most meta of survivors that are making matches unwinnable because they have no understanding of how to play the game and just know, the perks are strong.
So what if I'm playing for myself, show me where the rules of the game. should we report players who leave a teammate behind to save themselves? I play for myself and if another survivor does as well that's fine. Not this vague sort of, kind of rules but not really.
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BHVR said the crux of the problem is that solo survivors don't work together as much as SWF. You can read the official quote right here. It's an official BHVR answer.
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Well if the devs said it, then it must be right, it's not like they get it wrong sometimes… frequently, all the time.
But sarcasm aside, the the devs seem to imply that the issue is a lack of working together, which I'm sorry is ridiculous. Granted working together in coordination is way stronger, but let's be honest that's not why they are losing. Solo Q is losing because survivors are running to shack and throwing the pallet down in 5 seconds, camping pallets ect. I play SWF and most of the time we talk about things completely unrelated to DBD, it's not a complex game. You move from gen to gen and run away from the killer. Survivors can't even do that. that's not lack of working together it's people doing the objective in its entirety. Well they must be strategically waiting people out which is just wrong. It's people running the meta, not people running solo builds doing this. To be honest its with extreme rarity that I see a solo build, most people running wake up and running a bit of a joke build for fun.
But even if wrong about everything, nerfing wake up is like trying to stop a flood with a bandaid. It is the smallest of smallest of issues. Even if people don't like players letting the teammates die to save themselves wake up nerf will not change that at all.
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ignoring rest of the match and just preparing yourself for escape is considered griefing and is bannable
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By that logic, ending yourself on hook should be bannable… which it isn't.
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You are misinterpreting Mike’s statement. He is saying there is no synergy between solo survivors, while SWFs have that. But the lack of synergy between solo survivors is by design, not coincidence.
The HUD was created to cultivate synergy between solo survivors so that survivors were not dependent on perks to create opportunities for synergy.
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This is a lie. Please don’t spread false information.
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It's playing the game as intended by the devs...
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i remember playing vs that gen kick combo. Here are also a few things I remember. The 3 gen spread on a lot of maps were so bad that killers could just say in the 3 gen and never leave. The new Eruption came out before the survivor hud so solo que had it the worst because they didn’t know if someone was in chase or when they would go down. Overcharge and call of brine would take a lot of the progress away and eruption would take even more. Every killer could use it. From Myers to blight, every killer could use it fine and get results. I had a Wesker keep us for 36 minutes once with that build
I also remember the same killer mains from this thread saying that “survivors needs to use there game sense” to counter the perk or “use empathy” to counter the perk
I think the funniest one was when some said that eruption was fine and that all you need to do is and I quote “go look around the map and see what pallets you got while you were incapacitated”. Like what does that do for you.
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They were literally saying “just have game sense” during the erupt-over-brine META. At that point I knew they weren’t serious about balance. Any subsequent argument by those people—whom still routinely post in these forums here today—is met with defacto mistrust by me. They cannot be trusted.
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because devs officially said that they technically can't determine when kobe was used in an "go next" manner and when not. Solution: remove kobe, unless you have dedicated perks.
do a full record of a match where somebody does it, file a report to BHVR and see report feedback and action taken for griefing.
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I can answer that—nothing happens, because it isn’t reportable. It’s not griefing. A survivor could hide all match (a lot of baby survivors do) occasionally interacting with a gen and that’s not going to get them banned. Just a killer slugging 4 survivors and repeatedly picking them up, dropping them, then slugging them again won’t get them banned for griefing even though it is not the intended gameplay loop.
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Must be a you only thing. I never experienced being sandbag or selfish plays from a person using using wake up which again those players I met like maybe 1 time in 5 months+.
If you wanna talk about sandbag, selfish people and rats I shall remind you that is done by people using these perks.
Bond/aftercare/empathetic connection/empathy/ deception/diversion/red herring/urban and fixated. Those are the perks I tend to experience people who hide or sandbag others for their own benefits not wake up users.
The person opening the gate fast while am running injured on death hook has indirectly and directly saved me many times because of their aura reveal.
Post edited by buggybug on7





