Vigil affecting hindered
This is something that most of the community agrees on. Vigil should not make you recover from hindered faster is it directly hurts killers like freddy and clown who rely on the hinder. It also somewhat affects killers like nemesis, unknown and more.
You shouldn’t be able to make one’s power weaker by just equipping a perk with no downsides.
Comments
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I think it should just be reworked into something else entirely tbh so status effects are actually meaningful again, and so exhaustion actually matters. I think this type of effect is more suited to an item than a perk (comes at an opportunity cost of not bringing a medkit or toolbox). But if it must be a perk they should be separate ones for each status so they can be adjusted more fairly, blanket perk that works on every status is just stupid design. Especially one with literally no downsides, id expect vigil to have a hefty penalty for the power it has right now.
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Vigil needs to be nerfed into the dirt. It's ridiculous that it works on literally every status effect, including exhaustion, and completely neuters large numbers of killer kits that rely on various status effects.
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yup it basically removes ftte and hubris from the match…
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Honestly yeah, just give the effect to fog vials. That'd solve a lot of problems nicely.
-2 -
vigil is finally a decent perk and you want it nerfed aint no way bro
also it has a downside — that being it NEEDS another perk to actually be good, on its own its probably one of the worst perks in the game
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I don’t have a problem with the perk itself, I just have a problem with it affecting killer powers, it’s just bad design. Quit protecting it.
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fixated counters spirit and pinhead, but that doesnt need nerfed does it? no.
i think it's nice to have niche perks that (soft)counter the odd killer anyways. calm spirit also counters doctor.. doesnt mean calm spirit needs nerfed though does it? its again, an already niche perk that barely does anything in the grande scheme of things and makes no sense to nerf it, same with vigil. like i dont think its that deep to warrant nerfs.
vigil already had stacking removed, like the perk used to be dead before it got buffed and now you want it to be dead again. doesnt make sense to me.
Post edited by AcesSpeedo on3 -
Vigil in general is just an obnoxious perk. It was already underrated, I don't understand why the devs decided to buff it so massively.
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Fixated affects a killer like Pinhead in a very obvious, very visible way. And yeah honestly, if I was BHVR I'd make it not work while chained by Pinhead by just assigning a particular speed value when a survivor that's chained that can't be further affected by haste/hindered effects, including Fixated.
Vigil is just this ever-present invisible (to the killer) perk that hard counters a bunch of stuff that isn't even all that good anyway and enables a really toxic pre-run strategy. It sucks. It's horribly designed no matter what value it's given and desperately needs to be reworked.
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I’m only asking for the hindered to be gone, how would that make the perk dead? Do you hear yourself lol?
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I'm like 90% sure that it isn't supposed to affect killer powers as it never used to up until recently. However I do think that vigil should be changed just because having a whole category of perks that have to be balanced extra carefully just because of the existence of a single perk is dumb.
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It was decent for 3 years. Now it's overtuned.
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if we're nerfing things based on them being obnoxious lets nerf the majority of the killer roster yeah?…. obviously not… also they buffed it because it was a dead perk that no one ran, especially being on a licensed character is not a good look for them. it doesnt need nerfed, it no longer stacks i dont know what else you can do to it that wouldnt make it a dead perk again.
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How does fixated counter spirit? Cenobite being countered by fixated is a long standing bug that has never been patched somehow. Its not intended
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fixated counters spirit because you can walk when shes midphase so she cant hear your footsteps and panting/breaths and also make more distance if they're following your scratchmarks.
also its not a bug, when you're chained by pinhead, you cant sprint > instead you are walking, fixated gives +20% haste when walking thus you are 20% faster when chained. not a bug. just how it works.
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So…in other words fixated does nothing more against spirit than it would any other killer. And the Cenobite effect is unintentional. Survivors are forced into a specific movement mechanic for this killer, fixated giving you a boost when not holding shift is unintentional.
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no. you use fixated mid chase when she phases (since she cant see you). you sprint and make her think you're located around where your scratch marks end and fixated/jiggy away. its completely different to a killer that can actually see you.
and no its not unintentional, it giving you a "boost" when not holding shift is the way the perk is designed. literally by definition "gain 20% haste when walking". therefor any interaction from killer that forces a survivor to walk, is automatically increased by 20%. pretty sure the same goes for Snug when he grabs you too(could be wrong and if so i will eat my words), you're in walking animation so if you are running fixated, you automatically get 20% haste, because thats what the perk does.
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So again, it's doing exactly whats intended. Nothing else is changing other then your walking speed. You're not gonna jiggy anywhere from leaving scratch marks, you're just gonna get yourself found, you're not fast enough to get away walking.
It doesn't work like that (or at least its not suppose to.) Snug has his own slowing mechanic that isn't affected by fixated. Its supposed to be the same for Cenobite chains, though for some reason to this dat you can let go of shift and benefit from fixated even when you shouldn't.
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bro respectfully, i've ran this perk in the hopes i can juke spirits because i was so sick of versing them at one point and in my personal experience it works a good amount of the time if you know what you're doing. i even play spirit and can tell you someone with fixated is gonna have a lot more of a chance at lasting in chase against me compared to someone without it, especially if you pair it with CoL or something. you cant tell me i aint gonna be able to jiggy w it when i already have on multiple occasions lmao.
fairs for snug since the animation is you being dragged. but i disagree about fixated and pinhead, you're just being forced to walk so it makes sense for fixated to proc.
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Vigil is the new Distortion I see…
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Frankly Vigil would be OP even without the aura that affects nearby survs.
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I'd like some kind of answer to status effects that isn't like a blanket reduction if we lose vigil, to allow some kind of counter play even if it's like a healing item, or a perk with charges you can use on others or a boon (given it takes time to set up and you need to be in its radius). I think Wicked was going to be a perk like that in its ptb tooltip ?
personally I'd love niche items that could be helpful for removing debuffs to add to the survival horror feel of the game, especially now we have items with charges (would have a cast time so it wasn't easy to do in chase) that could maybe be an answer to longer debuffs like sloppy.
But whether or not this is good or healthy in practice is another question lol0 -
It massively slashes all status effect timers (except for incapacitated) and you want to call it one of the worst perks in the game…Vigil is meta right now.
Mangled from Sloppy Butcher for 90 seconds? Let's cut that to 30 seconds.
Broken from Forced Penance for 80 seconds? Let's cut that to 27.2 seconds.
Exposed by Make Your Choice for 60 seconds? Let's cut that to 20 seconds.
Exhausted from using Sprint Burst for 40 seconds? Let's cut that down to ######### 13.6 seconds so you're virtually always sprint bursting into pallet city…
And to top it all off, the effect spreads/sticks to anybody within the immediate area.
Vigil is indefensibly overpowered bullshit + being tied to a licensed character makes it a red-hot case of pay to win.
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It got laughable nerf. It is powerhouse to recover from everything quickly. The nerfed Vigil should only affect mangled, hemmorage and broken and it's value should be 10 % at most like killer add ons.
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The nerfed the team bonus aspect to just one player so clearly you didnt read the patch notes but here it is
9.2.1 Bugfix patch notes- Vigil:
- Survivors can now only benefit from one Vigil perk's effect at a time (previously stacked with other versions of itself).
1 - Vigil:
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Yeah, it's 66 % effect to every survivor closeby. Nice nerf. We might as well nerf Pain res to be 30 % if time between hooks is more than 10s. Reasonable.
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You do realize how SWFs used it and I suspect that was its only big function.
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No. It's still extremely overpowered perk. I run Starstruck, Haunted Ground, Friends Till The End… - useless, I run sloppy butcher, Gift of Pain… - useless, I run Forced Penance, Forced hesitation - useless. Everything runs out before you blink.
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It sounds like your build sucks not the perk is OP because I dont see SWF groups run it mass. It saves a sec or two but its not game changing in its current form.
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Again, wrong. So… Startruck lasts 30s with Vigil it's 10.5s, same with Friends till the end. Haunted ground lasts 60s with Vigil it's 21s, forced penance lasts 90s with vigil it's 30s. Just by one single perk every status effect is negated. Seems like balanced perk? Not to me. It's like if killer has perk that would make every heal 66 % slower, every repair 66 % slower, hinders, exposes etc. How fair would that be for a single perk slot?
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It's not challenging. It just deletes perk effects, challenging is winning against good looper, do well with weaker killer or get value out of meme build. Vigil has nothing common with anything challenging because it does everything for zero requirement. In the current hard survivor-sided state of the game it's hard if not impossible to win with 60 % of killers against semi-decent teams, which is alarming. Those changes will come one day, they have to. And once they decently buff all the killers I might admit that survivor may deserve some tweaks too. My playing survivor = most of my loses are to bad teammates. With good solo q players you dominate.
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thats your own fault for solely relying on insta down perks to win you games xdd
try getting better? using your brain to win mindgames? the lost art of dbd.
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I look at Minskull, TruTalent and NotOrt their biggest complaiants are Med-Kit Stims, Flashlights, Dem-Squads I never once heard them complain about Vigil.
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its crazy to me. they complain about vigil but i suspect they try to play hit and run to take advantage of their role as killer (this is what they do in my games when i run it anyways) and are mad when they try to come back and catch the surv off guard, but they have vigil and sprint burst to safety, so their tactic didnt work and cry for nerfs. when they could have just sustained chase and got the down whilst sb was on cooldown. (unless surv plays better than the killer and doesnt get downed)
like most times in my games killers see someone sprint burst away and refuse to chase them which is not the play at all, cz now theyre free to work a gen and recover exhaustion for when the killer comes back and the cycle repeats.
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I run it with for the people, sprint burst and shoulder the burden. It has the additional effect of mostly countering friends till the end.
It's a little too strong. It should be 40-50% or without the AoE.
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I get why people are skittish about giving any buffs to killer at the moment, but… it is a bit overtuned.
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- I havent said I'm using them, mainly also because with Vigil they are useless and perks should be countered by powerhouse perk.
- Winning or losing isn't about mindgames it's about what killer and what perks you play to have chance to compete in higher mmr. (Go play Pig with your "master mindgames" and post us your stats. I doubt you will have higher winrate than 50 % without hard tunnel every game)
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not everyone is running vigil every game so killers can still get value from perks affected by it, even if you do encounter it you just have to try harder! vigil is not as big a deal as everyone is making it out to be. like literally so what lmaooooo chase the person with vigil and tunnel them out if you really want to. no reason for it to be nerfed anymore
also my pig has 70% kill rate and i dont hard tunnel unless im like mad at life or something lmao i play relatively chill and let people boop the snoot, farm the odd occasion etc… but there
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If you're going to argue that a perk should be nerfed, at least take the time to learn how it actually works first.
DBD works based on charges/s. You recover from every status effect at 1 charge/s. Vigil increases this to 1.66 charges/s.
Sloppy Butcher lasts 90 charges, and at 1 charge/s, that's 90s. 90 charges divided by 1.66 charges/s is 54.2s.
Anything that normally lasts 60s lasts 36.1s with Vigil.
Anything that normally lasts 30s lasts 18.1s with Vigil.
It's not that hard.
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Vigil is fine. We need counters to status effects in dbd otherwise killers will just abuse them and they'll be meta.
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13hrs gameplay, ok. Must be very low MMR.
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Counters yes of course, but a single perk shouldn't be neutering practically every single status effect a killer can inflict, by both powers and perks in an all in one solution with literally no downside at all. Vigil does far too much, far too effectively for a single perk slot. It needs nerfing into the ground so status matters (and un-nerfing some for killer so they are worth using) again or reworked massively and/or its effects split up like i suggested in the first post of this thread.
It's NOT a healthy perk for the game.
Post edited by Shinkiro on2 -
The only downside was the fact it was stackable
You see it once in a while, so stop complaining it's ruining the game, we all know it's not true
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Survivors never know what they're getting as far as killer so vigil isn't run all the time. Its fine. If they get bubba for example the perks a wasted slot practically.
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I see it literally every game, multiples of it even, people dont even use it for most of the effect, they just want the exhaustion reduction so they can spam the brain-dead zero skill strong exhaustion perks. The rest is just extra that just happens to nerf the killer as a side benefit.
It does need looking at, and it does need addressing in some way. I would just remove exhaustion from it tbh, so the perks themselves can be better adjusted and balanced as and when needed without having vigil affect them all the time and then the rest of the status effects and their perks/addons are more usable unless survivors specifically want protection from non-exhaustion status.
They could then possibly introduce other perks like blood rush, based around exhaustion that have conditions and side effects rather than just reducing the most beneficial survivor status constantly for free.
This would be a waaaay healthier change.
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I agree with this actually. Having exhaustion reduced 66% is pretty bad. But the rest are fine because if you pick any killer without some kind of status the perks a waste. Or maybe just reduce the exhaustion recovery to like 30%.
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People will still take it for a 30% reduction though while still causing the same issue. It's best to just decouple exhaustion modifiers from other things tbh. Make them their own perks with their own conditions and downsides. Easier to adjust and balance it all like that without other things getting caught up in it.
Recovering 66% faster from anything for free is still nuts though and it really should go down.
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Isn't that already a perk? Ghost notes? I think BHVR just ran out of ideas because of all the survivors and just put all that there without thinking. lol
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hard copium
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