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Do you think Conviction is going to get nerfed (Otz video warning!!!)?

2

Comments

  • Abbzy
    Abbzy Member Posts: 2,139

    If you mean you the fact that you cant use dstrike in endgame while gates are powered that is good thing ds can be free escape you have your teammates and 10 seconds of endurence and speed and on top of that you think it would be ok to have one minute of free escape from killers shoulder because you have one perk thats like claiming the buffed eruption was ok even it made survivor powerless on gen and made 40 seconds of regression in time with 20 seconds of icapacitated effect thats on survivor thats argument on the same level.

  • HeroLives
    HeroLives Member Posts: 3,233

    i don’t think so, I ran it when I was adepting michone. It’s good for more than endgame but to be fair I have often faced killers trying to mass slug with several gens remaining or trying to hold three gens or trying to hold a hook via proxy, and it’s good for more than endgame. It’s a bit over tuned. Like I said I would just bump up the number value a little bit to pick yourself up, because it also works against people trying to spread pressure and going for a pick up not trying to leave people down. I’m all for viable counterplay, but that’s just wrong. Killers got a friend in me on this one.

  • HeroLives
    HeroLives Member Posts: 3,233

    okay I agree, but that doesn’t change the fact that it’s punishing people not trying to do that because how low the timer is. It’s so low I can see it being used for just straight up griefing into heavily advantageous. Killers shouldn’t have to run lightborn bc swf is going to go nuts with this; they always do.

  • NightWolfsFury
    NightWolfsFury Member Posts: 276

    I swear if survivors get anything even close to “good” these days, it’s too strong. Can we all just admit we actually DO want to see the same 8 perks and quite literally nothing else?

    Any time survivors get anything that slightly shakes anything up, it’s not okay and needs to be nerfed away so we can see the same meta perks again. Only killers are allowed to shake anything up or run other perks at this point.

    Streamers feel the need to show off a single game out of 20 hours where they finally got actual value and the perk is clearly too strong because one single niche situation it worked.

  • AGM
    AGM Member Posts: 858

    So what is the killer supposed to do if the survivor with Conviction purposely goes down underneath a pallet while another survivor is nearby, or goes down while another survivor with a flashlight is nearby?

    I'm not saying you're entirely wrong, just that it's more nuanced than what you're making it out to be.

    Perks that introduce lose/lose situations are pretty badly designed, imo.

    Slightly bumping up the amount of recovery needed, or making it a flat amount of time spent recovering, would make this perk significantly more balanced. And if it's still problematic after one of those nerfs, then they should consider making it only activate upon healing other survivors.

  • HeroLives
    HeroLives Member Posts: 3,233

    we’re just going to have to agree to disagree on this one. It’s not going to kill the perk if they bump it up a little bit to account for a killer vaulting a window for the pick up, or even some seconds to chase away someone lingering for a a save of some kind. There should be room for counterplay imo.

  • NightWolfsFury
    NightWolfsFury Member Posts: 276

    I do enjoy all the down vote denial, yet every perk from every chapter that has seen any actual use gets nerfed immediately and everybody is back to the same perks. It’s clearly what people want and they can continue to be in denial about it all they want.

    I’m all for giving this perk a bit more counterplay, sure, but when can we shake up the survivor meta without just flat out nerfing everything else also to force them out of the meta…? Can we just get a perk that’s good and left alone for more than a week? Just for a LITTLE shake up?

  • Amanova
    Amanova Member Posts: 379
    edited August 9

    so true otz only plays killers he doesn't care about survivors and only want their nerfs, I hope they won't listen to him that much

  • francesinhalover
    francesinhalover Member Posts: 376
    edited August 9

    people don't pay much attention, otz litteraly on streams says he enjoys killer more. Hens is a lot less unbias. And spookyloopz is the angel of dbd compared to otz.

  • Amanova
    Amanova Member Posts: 379

    100% agree with you hun, hens (he plays a lot surv too I guess) and spookz are cool

  • Abbzy
    Abbzy Member Posts: 2,139

    Problem with conviction is all you need is convicton+ soul guard and one friend with flashlight that will harras the killer and go under palett or near window and now killer is in hard situation where only counter to this is fast pick up and by vault option or palett you limit his options with your friend with flashlight he is risking save and after like 10 seconds downed survivor gets up ( his conviction resets because its buged) and has 10 seconds of endurence and 30 sconds more in chase not to mention you can use it with dead hard to have 4 healt states even the fact conviction gives you only 30 seconds with bug it has you get another use of it and theres no cooldown so its abuseable in duos and more in swf not to mention other perks that can give you more chases like otr or ds if killer decides to tunnel reminfs me of prenerfed metle of man where you got with dead hard 4 health states and if your team was agressive on gens than you could almost get chased for 5 gens which is strong effect and weaker killers cant afford to chase that long.

  • Abbzy
    Abbzy Member Posts: 2,139

    Linghtborn wont help you much when you go under palett and dont forget there are like one but mostly two survivors doing gens and best and most popular regression perks need you to get hooks not downs which makes weaker killers weaker against this situation because they cant afford that many chases as other stronger killers or those with strong antiloop.

  • Abbzy
    Abbzy Member Posts: 2,139

    You mentioned perks that can counter this but wont help you with gen preasure and some info on survivors not to mention you cant see which perks are survivors running in the lobby only cheaters can.

  • Abbzy
    Abbzy Member Posts: 2,139

    Quite simple minded answers there are over 200 perks in this game and some perks counter some but you dont know what will have other side against you only if you are cheting. This type of aswers are what causes unbalance in dbd just if one thing is broken and your answer is just play nurse/blight they can take it wont solve problem just creates others and many survivors (bigger part of player base) wants to play against more killers not the same meta stuff over and over again they dont want just blight,ghoul,nurse,wesker they want to go against killers like bubba, ghostface,chucky, demogorgan too but if you are that kind that just loves blight as one and only then you dont need to answer this.

  • Abbzy
    Abbzy Member Posts: 2,139

    Well Im for some antitunnel and etc. changes but first the gab beteen killers should bebeay more smsller you cant give survivors stuf like basekit ds,unbreakable because some killers like blight,billy wont care and others like trapper,chucky,ghostface will be unplayable against survivors which arent with this changes.

    There was super broken stuf in this game and the fact its has been fixed/removed is good thing like instaheals, old mories, infinites and broken perks and their combos+ addons like 3 iriheads, og blights adfons or instabilly sure they are fun but just for one side and this isnt single player game.

  • Abbzy
    Abbzy Member Posts: 2,139

    Tunneling is just strategy its bad only if killer just tunnels but it can be logical if he is in situation like on 1 gen left and he was spreading hooks but now he knows that he needs that one kill to have some chance to get another kill. Bad thing is if killer just hard tunnels on 5 gens.

  • Zuiphrode
    Zuiphrode Member Posts: 517

    There are literally videos of survs popping up with Conviction before the killer can even finish his post-swing animation. There's no counterplay in such a situation.

  • coolgue1
    coolgue1 Member Posts: 249

    The perk only activate after being heal not spammiable so why would it need a nerf it like when people complain about throw down it legit activates 1 time per match yes conviction can be used many times per match but u have to heal to activate it so really u can't also u go back down after 30 seconds so not the hard to counter at all

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    And it still ends in a down regardless. That's the part I don't get at all after all the back and forth. The perk has a price tag on it.

  • tes
    tes Member Posts: 1,223

    I think they can keep soul guard + conviction synergy, but timer should be higher for sure. Not 8 sec or even 4 if u bring unbreakable/expo

  • tes
    tes Member Posts: 1,223

    Even if it requires 3 or 4 slots, how it cancel the fact of 0 counterplay?

    Do u really wish having same build from killer with DMS + Scourge Hook, but with other third perk that trigger DMS every time on the most progressed gen?

  • tes
    tes Member Posts: 1,223

    Even if it requires 3 or 4 slots, how it cancel the fact of 0 counterplay?

    Do u really wish having same build from killer with DMS + Scourge Hook, but with other third perk that trigger DMS every time on the most progressed gen?

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    This feels like people who misunderstand how StB works.

    You realize that the survivor is broken and is automatically downed again after 30 seconds, right? That's just how the perk works.

    I think people are hyper fixated by the quick pickup and completely ignoring the "free down" part of the perk here. Which, really only comes in clutch in the end game when the door is already open.

    If you're stretching for analogies: It'd be like if pain res took at least 3 perk slots to run, and then the gen gained back all of its lost progress after 30 seconds and stopped regressing. That sounds pretty bad, or at least very scenario-specific, for the level of investment TBH.

  • tes
    tes Member Posts: 1,223

    Does it matter, when people abuse it with plot twist/exponential?

    good luck to waste your time when survivor got himself up after conviction, used sole guard and u need either waste 30 seconds tracking him or getting down before this 30 sec, so his teammates can finish gen? Good waste of time, as well as dropping this survivor and let him be picked up and healed by teammate.

    OP already showed by otz video how exactly u can abuse it, so what’s the point trying to deny it? Henz, how someone already posted here who has much less bias of killer side than otz himself described this perk problematic, they exactly showed why it is and u can find many of such videos.

    I’m asking again - do u really wish see same kind of build from the killer? Even if he had some kind of penalty that works as equivalent of being down from survivor?

  • UnicornMedal
    UnicornMedal Member Posts: 1,528

    That's the part that always goes neglected—the setup. Without the right setup, the perk only extends a chase MAX 30 seconds or allows a team to recover from a 4-man slug. Anything else boils down to meme things like potentially preventing an unhook or stunning the Killer. For an escape, it requires the trial to have effectively ended and the gates to be open like you said. That's not even getting into balancing that has made the endgame favor Killer by default.

    This perk, even with this build, demands such a specific scenario for escape that the Survivor should get value out of it. It doesn't promise anything at all, let alone an escape, but it does give hope. And that hope is consistently what is being optimized out of the game.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    Again, someone is bringing this, with heavy investment, instead of: anti tunneling perks, chase perks, or "gen rush". But the mindset is "let's nerf it and go back to complaining about those other 3 instead".

    This is also pretty easily telegraphed that it's in play since it's the only self-pickup.

    And yes, if there was a killer build that completely undid itself after 30 seconds and meant that killers had to bring an entire build that wasn't slowdown, or information, and only functioned in incredibly specific scenarios that relied on your opponent to play into them? Let's go. Let's see how meta that would be (spoiler: it wouldn't).

    This is just the flavor of the month for people to complain about (and in this case, have a CC give them their opinion on so they don't have to think for themselves), before we go right back to "gens too fast".

    I'm not arguing with otz, or hens. I'm arguing with you. The ideas stand or fall on their own, and right now your argument is flat on it's face (just like conviction after 30 seconds, coincidentally).

  • tes
    tes Member Posts: 1,223

    The main point of antitumneling or chase perks is making chase longer. Conviction does absolutely same thing.

    And u can run conviction, soul guard, unbreakable and decisive strike. Again, this perk provides enough combination excluding genrush only. This “investment” doesn't have counterplay, and here is a problem.

    I already provided example of build from killer side. Do u like to see build with perk that also robs opposite side time (like insta DMS that u can’t counter at all on the most progressed gen)? So your waste time will be equal to 1 min of chase + 30 sec in average (or less or more).

    Your only argument that it have to be set up in some way. But HOW it counters my argument that still with specific set up the build is basically uncounterable? I don’t know. Nothing should be uncounterable. That's why u have decisive strike or genrush perks. That’s why u can hide in the locker to counter BBQ. That's why u have heal meta to counter anti heal perks.

    Conviction? 3 perks and being down while vaulting or in open space when someone has flashlight around. That’s enough for killer simply accepting he has to let u go. Because with 3 perks u can pick u up for 4 seconds.

    Sure, it is my argument flat and not your with direct “who cares it’s no skill involved and uncounterable until it takes 3 slot to run to break some game mechanic”

    U don't need skill to equip 3 perks, heal teammate and then force down in vaulting animation/close to the locker/ under pallet. U don't need skill to drop yourself in corner and plot twist with no sound. Idk why all of you claiming this build requires specific and hard set up

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    can run conviction, soul guard, unbreakable and decisive strike

    I hate to break it to you, but you can run this combination without conviction at all. It's been around for a very long time (even going back to pre-6.1 DS, when it worked in end game). So this is very, very far from an unwinnable scenario, in fact, killers have been winning against this for years now. DS and unbreakable were both meta, and killers weren't running into "unwinnable matches" like you seem to see here.

    I already provided example of build from killer side. Do u like to see build with perk that also robs opposite side time

    You made up a scenario that completely ignores the downsides that A) conviction has to have a charge you earn before it can be used, and B) all benefit of the perk is completely undone in 30 seconds by downing yourself again.

    Even though your DMS scenario requires a hook, you're deliberately ignoring that the "benefit" isn't being undone automatically. DMS, even in your wildest dreams, isn't giving free gen progress or something for no reason (like getting a free down by picking yourself up by conviction absolutely does).

    30 seconds later it's as though the perk didn't even exist, and that's a core and key component your fantasy that's missing entirely. You aren't "losing 30s to chase" by conviction. If you see them pick themselves up, you can leave them alone and they not only won't do anything productive for about the next minute, they actually can't.

    But HOW it counters my argument that still with specific set up the build is basically uncounterable?

    It's not uncounterable because you angrily claim that it is. It doesn't even activate unless you heal someone else, so right off the bat if you get hard tunneled out of the game the perk is a dead slot. I'm pretty sure anyone with a pulse can figure out tunneling, since I've been told repeatedly that it's "rEqUiReD".

    And again, your arguments have nothing to do with conviction, since simply using DS and unbreakable together can create these scenarios. That combo was meta before 6.1 when DS was far stronger, and it's also far from "uncounterable". Especially since both of those perks have exactly and only one use per match (and you still have to have unbreakable to really use conviction mid match, otherwise you're just "still slugged in a different location")

    Conviction? 3 perks and being down while vaulting or in open space when someone has flashlight around. That’s enough for killer simply accepting he has to let u go.

    Yes. You would have to if they just had unbreakable also, and literally nothing else. You also have the benefit of having two survivors occupied and not on gens, you're likely to get a hook off of the one parking for a flashlight, and the person with conviction not only spent a charge, but you can probably finish your chase and go find them as a free slug somewhere.

    Again, that conviction survivor is committed to not doing anything useful for about 60 seconds (30s knowing they be downed and can't heal, and extra the recovering to use unbreakable or wait for help). Conviction adds nothing except free pressure for the killer to this scenario that simply having unbreakable didn't already provide. You're losing your mind over a perk that makes this scenario better for the killer in that case.

    Idk why all of you claiming this build requires specific and hard set up

    Because you're freaking out over nothing.

    With unbreakable I can get myself it of the dying state once, it takes about 30 seconds.

    The only benefit if conviction is that it picks you up faster, at the cost of delaying your down by 30 seconds. So the only time you aren't just wasting extra time here (that could be the on gens), even with a friend lurking with a flashlight and DS equipped, is in end game, where you're relying on getting it the exit gate or hatch in those 30 seconds.

    You're also pretty much forced to bring at least unbreakable and tenacity in end game because otherwise any killer can finish wiping their blade and pick you up at their feet before you get to the 5s mark to stand up even with conviction. This also requires you to have an open exit gate, that you know where it is and can get to it in under 30 seconds without the killer getting you first. And you might still need soul guard to keep from getting downed again instantly. That's all 4 perk slots for one very specific edge case scenario that may only happen incredibly rarely.

    In any other case, especially before the gates are powered, every scenario you bring up is true with unbreakable or, shoot, even no mither. But those aren't, and haven't been issues in years. So, where exactly is the problem with conviction in reality, and not just in your head?

  • TerraEsram
    TerraEsram Member Posts: 750
  • tes
    tes Member Posts: 1,223

    I don’t feel any point if arguing evolves around “it can be breakable, but u have to do sth before” .

    Despite unbreakable and ds being meta, they directly exist how they supposed to - counterplay of slugging and tunnelling. And after some nerfs this perks are good and balanced around pub games. While conviction can bring broken events.


    Is it that hard make conviction takes 15-20 sec instead of 8 so it won’t punish killers when they obviously didn’t slug??? Because my whole point is that now the max value from this perk is basically when u break the game by bringing build, when killer didn’t even slug, and just decided to prevent easy pallete save or put some pressure. On otz video it was a moment when killer just broke a pallete and person already up. Just stop claiming it’s hard to accomplish. Finish healing (not healing for a whole health state even) isn’t that hard, nothing hard about abusing this perk, and people here provide nerf that will counter only specific scenario when killer can’t pick up because he stuck in animation.

    U repeat same every time and avoid direct discuss of moments when it’s clearly unfair and uncountarable. So u either that guy who abuse this perk in exactly same way and try to find an excuse of this perk being fair in such cases, or u simply don’t understand in what cases it’s absolutely game balance breaking. No one here talking about completely removing this perk. Just give more time to avoid situations when people picked them up before animation finished. That’s it. Don’t let to exploit this, that’s all.

    Someone already posted a video on this forum when person picked himself up for free and escaped, while killer was stuck in oni’s animation and basically wasn’t able to do anything. And people who were saying “just don’t play oni or don’t down in endgame” were the same who complained about ghoul or fog vial nerfs on different posts. And same people here complaining about some bloggers having bias here, that I find ridiculous.

    The arrow does not turn, how people say on my native language :/

  • supersonic853
    supersonic853 Member Posts: 5,775

    Seeing a lot of people talking about the stacking stuff and I agree that was already a thing. But I feel thats not the most busted and uncounterable part about it. The most uncounterable is the same we had with power struggle but with 1 less perk. You run conviction and soul guard and have 1 teammate nearby. Doesnt even need to be a friend just someone that forces the killer to not be able to pick up instantly because of the chance of a pallet save. The killer has 2 choices since you are on the pallet. Pick up and probably get guaranteed stunned and you get away. Or try to chase the survivor away, you get yourself up with conviction and soul guard and just run off. There's no real right answer for the killer here. They kinda lose lose. You can stack 4 get up stuff and yeah obviously thats gonna be strong. But this requires no investment really. Just a teammate and maybe soul guard. But if the killer moves away you can easily get up and drop the pallet without even needing Soul guard. So even that is not a necessity.

  • crogers271
    crogers271 Member Posts: 3,253

    Again, someone is bringing this, with heavy investment, instead of: anti tunneling perks, chase perks, or "gen rush". But the mindset is "let's nerf it and go back to complaining about those other 3 instead".

    I think there's a huge 'out of sight, out of mind' issue. As much as everyone seems to be aware that gen rush, perhaps with a mix of quick heals, is the strongest survivor approach, the perks that contribute to it don't get nearly the anger of something like Conviction or, to go back a bit, old FTP+BU. I think because those combos occur in front of the killer they lead to much more of a reaction even if they aren't objectively as strong as some pretty boring perk options.

  • AmpersandUnderscore
    AmpersandUnderscore Member Posts: 2,962

    Despite unbreakable and ds being meta, they directly exist how they supposed to - counterplay of slugging and tunnelling. And after some nerfs this perks are good and balanced around pub games. While conviction can bring broken events.

    This is my entire point: What, exactly are these broken events you talk about?

    So far, you've only objected to the idea that "but survivors can stand back up and can't be slugged", which is why I push back and say that unbreakable did/does that. In order for conviction to be a problem, then, you need to have a situation where picking yourself up in 8 seconds and then having to go back down again 30 seconds later is substantially more valuable than just getting back up 24 seconds later (with unbreakable). And you have yet to show that.

    With a lurking flashlight, you get at least 24 seconds because the killer is already chasing someone else. The extra time doesn't come into play.

    On otz video it was a moment when killer just broke a pallete and person already up. Just stop claiming it’s hard to accomplish. Finish healing (not healing for a whole health state even) isn’t that hard, nothing hard about abusing this perk, and people here provide nerf that will counter only specific scenario when killer can’t pick up because he stuck in animation.

    Never once have I said this is hard to accomplish, or that it takes skill. It takes an insane amount of investment by the survivor. In fact, it takes basically an entire 4 perk loadout to do that once. And, as I've said before, the tradeoff is that you don't get any anti-tunnel protection (since you aren't guaranteed to heal), you don't get any gen rush ability (so if you aren't chased/chosen by the killer this doesn't do anything), you don't have any chase perks.

    The survivor is on the other side of a thrown pallet and the killer has a few seconds extra chase in one very specific case. This is, effectively, a 4 perk version of Smash Hit and you're losing your mind over it.

    Is it that hard make conviction takes 15-20 sec instead of 8 so it won’t punish killers when they obviously didn’t slug???

    You're ignoring the gigantic drawbacks on this perk. Why would anyone ever use a perk that has an activation requirement, and automatically downs you 30 seconds after using it (which is basically unavoidable), to save 4 or 6 extra seconds over unbreakable by itself?

    This would literally make Conviction into "Unbreakable with extra steps" and it would be yet another dead on arrival perk.

    or u simply don’t understand in what cases it’s absolutely game balance breaking

    Well, so far every example you've given has been exactly the same with unbreakable, or with a chase perk instead of conviction. In fact, you could replace the stack of all 4 perks that are pretty much required for Conviction to work like this with exactly one of Unbreakable, Sprint Burst, Lithe, Head On, or Smash Hit, and the result is not only much more consistent, it's an easier build to deal with situations where Conviction simply isn't going to work out (like, for example, the killer hard tunneling one survivor out and you never get to heal to activate it).

    Someone already posted a video on this forum when person picked himself up for free and escaped, while killer was stuck in oni’s animation and basically wasn’t able to do anything.

    Good, you saw that. That was the extremely niche situation I was referring to. Here's everything that needed to happen for that to be possible. (If any of these had gone differently, it wouldn't have worked for the survivor):

    • Every perk of the 4 they brought was necessary for that outcome:
    • Conviction for a fast pickup (there was no one else around, or even in the map)
    • Unbreakable (For the even faster 5s pickup)
    • Tenacity (otherwise the killer could simply have picked them up at their feet)
    • Soul Guard (activated when the survivor stood up, saved them from going back down again)
    • The killer (Oni) was at the very end of their power meter. If they had had even just a bit more in their bar, they could have walked forward and picked up the survivor still in their power. (they walk faster than tenacity, and pickup drops them out. He would've had to manually cancelled his power - an error - if it didn't actually run out on its own).
    • Be in the end game (because in any other situation, the survivor downs themselves for free in 30 seconds, the killer can do literally anything else in that time)
    • Have the exit doors 99'd or fully opened. (opening a door wouldn't been a grab/hit and they would've died)
    • Know exactly where the door/hatch is.
    • Be lucky enough that their chase ends close enough to the door to actually get out (again, with enough time to open it if it isn't already open).

    So, again, if any one of those had gone wrong, that video wouldn't have worked. And it took a survivor getting lucky enough to manage it that people are losing their minds over it. I'm also going to reiterate that the killer being Oni, and them running out of power during the down here was a matter of sheer luck. The survivor would've been picked up if the "ending power" animation hadn't been forced to play out. So if it was nay other killer, or the Oni had just a bit more charge, the survivor would've been picked up , even with everything else going for them in that scenario.

    Even in your example, it takes more than the 2.7s blade wipe animation to make this work. And, just to be clear, it takes 5.6 seconds with Unbreakable and Conviction together. They have to somehow manage to force a second action after the blade wipe (pallet break, vault, or ending power) or it won't work at all.

  • tes
    tes Member Posts: 1,223

    So, after you used “what’s the point of the perk if u can not almost get up instantly” (like yes, 25% and 50% is such a big deal, because u can’t abuse animation lock from the killer) I realized how exactly u are using it

    U don't consider it as anti slug. U consider it as 3rd chance perk after u lost the chase. That's why u so against making this perk against actual anti-slug and completely remove scenarios. U don't rely on game balancing and skill, u rely on lucky coincidences where killer will accidentally stuck in some animation to use this perk. Otherwise no reason to be against doubling timer. U still can use it multiple times to prevent constant slug, u still can use it with soul guard/plot twist/whatever, but suddenly making it’s unable to exploit by RGN makes u upset. Interesting.

    U know what’s the difference between unbreakable, decisive strike and conviction? At least because it can’t be used multiple times. And at least because u can’t use “lucky moment” related to animation or else.

    U ignore bunch of others videos already uploaded everywhere, where killer didn't pick up to kick gen/ tried to prevent sabo team/ just vaulted window/ checked potential savers in open field. They didn't slug. When survivor making a mistake and bring to hot gen and other survivors before getting down it is a base strategy to punish whole team for mistake. And now it doesn't matter, because survivor can try again just by healing someone else before, yeah.

    Whatever, I really doubt they will keep conviction on its current state unchanged. They will either nerf it to the ground, either will add an alternative as lightborn. We know how BHVRs works. Instead of finding actual balance they first creates busted perk, keep it until people buy enough dlc and then completely make it useless to prevent further complaints.

    Bet u were mft enjoyer as well and found it completely fair, cause “u need to survive until endgame to combine it with hope”

  • tes
    tes Member Posts: 1,223

    being recovered from dying state until being able to insta picked up takes 30.4 seconds

    With conviction it will take 7.6 sec (25%)

    To fully recovery from unbreakable u need to spend 24 sec

    With conviction + unbreakable u can pick yourself up with 6 seconds

    Conviction + exponential - 4 seconds

    So, 7 (if we take only one perk) sec is enough to pick yourself up.

    — If u were down in open field and killer knows someone in the lobby has flashlight

    — If u were down under the pallet

    — If u crawled to the window and killer accidentally vaulted because of broken button (recovery time after hit + double vault)

    — Wesker used his power and throwed u to the some kind of texture (5 seconds of recovery time + few sec to go to you)

    — Oni in dash right before finishing of his power

    – Any down made by Victor and not Charlotte

    — When survivor was catched by trap from trapper

    — Any down from Artist, Huntress, Trickster,Springtrap, PyramidHead on distance.

    — If Deathslinger decided to reload.

    And much more situations where killer didn’t slug, but wasn’t able simply instantly pick u up.

    Why even in potential we need to allow such extreme silly scenarios? Because u wish so? Even if it happens 1 out of 10 games, such situations simply shouldn't exist. It's not about slug. Sluggers live u more than for 15 seconds or wait for bleed out. In such cases this is absolutely fair perk.

    In cases I mentioned above it’s simply punishing killer playing the game.

  • Abbzy
    Abbzy Member Posts: 2,139

    I wouldnt say zero skill its just easier than playing normaly or hit and run etc, because you limit your objective from 4 survivors (targets) and deffending gens to just one survivor thats what makes it easy. Its not used by bad killers if you think it is than by your example you call competitive killers bad and unskilled they tunnel because with some killers its hard to get kills without tunneling against good survivors in game the skill isnt that simple on killers I can play blight even Im not good with him I will get more 4k and better results than playing bubba or ghostface because blights power level is huge even not that skilled player can do much better than with simple solid mediocre killer and thats not just blight difference is huge still with wesker (comparing him still to ghostface). I will get much better results with stronger killers even Im way more worse with them compare to weaker killers I play more offten thats just fact now I cant play trapper against my average survivors I go against in my mmr and expect to win if I will play him 1-2 is maximum I can get but more likely its just 1k or zero because my opponent knows how to deal with gens and trapper lacks any active power to get fast downs, traps are very timeconsuming and have small chance they will work because survivors know where I likely put them on which structures and where I spawned and was on which side of the map so they try to not take chase there and prerun to safer side then I forced to play just m1 with perks and almost no power which is gg if they dont get cocky and do some huge mistake that will lead to slug or some early kills thats it, look at some great killer players for exsample like lillithomen he is crazy with blight one of the best blights in this game but put him against survivors he crushes with blight with some other mediocre killer (even wesker which is a-tier) and he wil struggle or loose way more even he he is skilled a lot.

  • Abbzy
    Abbzy Member Posts: 2,139

    There isnt much you can do as killer against this palett is 50/50 and you have no idea if sprintburst or background player is in the game which this makes 99% to get save or being under window vault directly there are 3 sides killer can face and all are acassable to survivor with flashlight only few killers can deal with this the strongest ones can ignore this and slug or power through this, pyramidhead can cage, trapper on palett can use trap but its still not safe for him or knight can use guard but they will be sow so after save survivor can still end up in same spot somewhere else. Look at buckle up+for the people now you need 3 perks for this to work I think these two I mentioned plus made for this and its way more balanced than this crap because saving survivor needs 3 perks and being healty to pull this of here you need two and some time so another teammate and you can do it over and over again in curent state.

  • Abbzy
    Abbzy Member Posts: 2,139

    I think you missed something now after picking your self up with conviction it charges it again counting it as healing one state and after 30 seconds you can go under palett creating almost the same situation not all killers have poer to play around this as not all survivors can deal with tuneling without antitunnel perks.

  • BbQz
    BbQz Member Posts: 414

    People are not realizing to get literally any use out of this perk you need to completely build around it. As it waste a bunch of survivors time. Even if the chase ends with a escape some one needs to revive that survivor which takes longer then a unhook.. plus they are gonna heal which is even more time. Currently to really test the build I'm running no mither conviction tenacity and soul guard some might swap no mither for unbreakable. But multiple team makes run to a dying survivor pulling them off gens despite me having no mither. And 95% of the games the killer just picks you up and hooks you. Removing any options to get use of the build. The problem is that killer can't adapt love slugging because they want the cake and to eat it to. Not to mention a single perk " tenacity" by its self is more then enough to escape a killers sight when they run off to kick a gen or chase a near by person yet that perk is fine

  • BbQz
    BbQz Member Posts: 414
  • francesinhalover
    francesinhalover Member Posts: 376

    it's almost like they are friends and hens was kinda forced to do those things, because by the end otz just says bye hens thanks and they barely did anything usefull for the video.

    Yeah the perk can get you up, but you need tenacy, boon heal , soulguard + the perk.

    Yeah obviously if you are in a pallet stun situation and the killer cant pick you up you have time to get up, but it still requires healing someone else or yourself. But i asume "yourself" isn't intented here.