http://dbd.game/killswitch
Overly Strong Perks
I thought perks got nerfed when they become meta or are too strong.
Where is the nerf to aura reading perks for killers? Sure there are players that argue that they're not even that strong but I don't actually think that's true.
You take new Michael (who can bring you to the exposed status within seconds of stalking) and give him No Where to Hide, Darkness Revealed, Nurses, BBQ, Friends til the End, Awakened Awareness (don't see this one much to be fair) and it's immediately a down for him.
Same to the increasingly high number of killers that have add-ons for aura reading.
I'm honestly shocked if I don't see at least one aura reading perk in every match.
What is the justification they make? SWFs can tell one another where the killer is? Is that the counter argument? Because what about solo queue?
Comments
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If you're good, aura doesn't matter that much. I bring 2-4 aura perks and get thrashed regularly by good players.
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Honestly, I think the counterargument is as simple as most aura perks on most killers not really being that much of an issue.
There are definitely good and strong aura perks, but there aren't that many which provide too outsized of a benefit- they can direct you to a chase, or give some limited edge within a chase, but they're all held in check by their requirements, timers, counters, and so on.
I'd go so far as to say the only problematic aura reading perk I can think of off the top of my head is probably just Nowhere To Hide, since it following the killer instead of being tied to the generator makes it really powerful on a fairly good chunk of the roster.
Anything else is a killer by killer basis and in most of those cases it's the killer being too good, not the perk.
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Same…and I am pretty good killer.
I do quite enjoy elevens perk where I get tokens that reveals the killer for 10 seconds.
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Run Self Preservation, counters most aura reading perks and comes in real handy when a survivor is hooked.
It counters mainly BBQ and Friends Till The End real good. Add Distortion if you want all aura reading to be countered.
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I've always thought it was weird it follows the killer and doesn't stay on the gen, but I guess it would be kinda bad if it didn't. It's already so short.
Out of all the aura I use, I'd say Nurse's Calling is the most problematic, since it can make finding a tunnel target off-hook kinda easy. And with undetectable of any sort it can be a real issue. It's easy to figure out when it's in play though, but often the hard way.
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SP is my favorite survivor perk right now.
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It's never leaving my build.
It's super useful and saved my butt so many times. It's my favorite perk atm also.
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aura reading is so obnoxious i run ooo and deerstalker so I can play around them. I wouldn't mind it as much if we had the 2v8 reveal mechanic
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Aura reading gives you just info as killer and not wins automaticaly only few killers get some value from it in chase like nurse,henry and even they have to hit their shots.
If aura readng was so op than it would be used 24/7 but usualy killers use 1-2 aura perks or info perks. Aura builds dont win like slowdown,endgame builds or even chase builds and they dont work with every killer the same plus is so obvious to guess some aura perks like if killer kicks gen and is coming to your location do you think its his sixt sence unlconking or nowhere to hide. information is good for getting chases and be better in them sometimes if survivor has no line of sight on killer or with range killers near windows but these full aura perk builds dont stop gens or counter survivor perks that are very often used and are in meta.
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I agree. It’s kinda dumb how aura reading just keeps getting stronger and nothing really happens to it. Like killers can stack 2–3 aura perks and just always know where you are. There’s barely any guessing or mind games anymore, especially against stuff like Nowhere to Hide or Barbecue and Chilli. You get hooked once and suddenly your position is revealed again and again.
And the whole “SWFs can call out killer position” argument is so overused. Most people are playing solo queue, not in some coordinated squad. Solo players just get rolled because the killer has constant info and survivors have nothing.
It just feels like if survivors use something strong it gets nerfed fast, but killers having constant aura reading is somehow fine.
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2-3 aura means only 1 slowdown, but then survivors complain if we use gen regression, so we cant run gen regression, we cant run aura perks, so should we run whispers, spies? lol
I dont get it.
Post edited by MechWarrior3 on6 -
No one is saying killers can’t run aura perks or slowdown. The issue is how consistent aura reading has become when it’s stacked. At that point it stops being just “information” and starts acting like built in pressure, because you’re cutting out all the time normally spent searching.
Saying “2–3 aura perks means only 1 slowdown” sounds like a tradeoff, but constant info often leads to faster downs anyway, which makes up for that loss. So it’s not really a weakness.
And the comparison to Whispers or Spies doesn’t really land. There’s a big gap between occasional tracking and repeatedly revealing exact positions.
From a solo queue perspective, it just feels like there’s no room to play around it when your location keeps getting revealed over and over. That’s why I believe it needs serious nerfing. Not because killers shouldn’t have info, but because the current level of consistency is too much, survivors are already weak enough.
So it’s not “we can’t run anything,” it’s more that stacking aura reading this easily removes too much uncertainty from the game.
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If you are getting downed by a series of aura perks that is an issue with Looping not the perk. There are plenty of perks to counter auras to be fair.
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The story is essentially that killer perks are allowed to be busted and meta.
It's fine for killers to have a free wall hack for kicking a gen or opening a locker. But a perk that gives a very small 2% objective bonus for your team dying is a huge problem lmao.
At some point, it's impossible to even make this stuff up any more.
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Calling it a “looping issue” completely ignores how much aura stacking is warping the game right now.
Looping is supposed to rely on uncertainty and mind games, but constant aura reading just removes that entire layer of gameplay. Survivors are effectively pre located before chases even start, so it stops being about being outplayed and becomes more about being repeatedly revealed until a down is basically guaranteed.
Saying survivors should just “run counters” honestly just proves the point. If multiple perk slots are required just to not be constantly tracked, that isn’t counterplay, it’s just a tax on basic gameplay that shouldn’t exist in the first place.
It also gets even more ridiculous on already strong killers. Ghoul in particular becomes far more oppressive when paired with stacked aura reading, because it completely removes downtime and turns matches into nonstop forced interactions with very little room to reset or breathe.
From solo queue especially, it’s just heavily one-sided since there’s no coordination to offset constant reveals, so you’re essentially always at a disadvantage for no real reason.
That’s why it should be nerfed. Not small adjustments, but actual hard limits on how frequently aura reading can be applied, because right now it removes too much uncertainty from the game entirely. At minimum, all aura reading perks should operate on a token system so information isn’t handfed to the killer for free with no effort required, so survivors actually get a fair chance to play the game properly.
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sprint burst & lithe have been meta since the games inception . Simply put they don't do big changes basically ever in dbd . We had one meta shake up patch and it might have also been the last.
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Personally I think a system that classifies all perks then only allows you to bring no more than two of a set type would be better than the diminishing returns were about to get, which still allows killers to bring four slowdowns or four aura with no reduction in power. I'd be perfectly fine with that sort of restriction even if I can no longer bring four aura, if it means other kilers can no longer bring four slowdown.
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2% Perk token. 3 tokens perk hook. 6% permanent progress at that. Doesn't seem like much but it adds up. Not to mention it stacks with brand new parts. Innocation…etc…it all adds up. The gens fly faster than ever now. The devs said it themselves. You pretty much HAVE to run 4 slowdown if you want really want to "Win" consistently.
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I do miss old distortion. It still has it's uses but it's so slow to regain tokens now (if you aren't great at chase)
Especially with the up tic in aura read perks recently it would be nice to see a harder counter to aura reads.
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The new Self-Preservation is basically harder counter to them as anytime someone gets hooked you get 30 second of Elusive that hides your aura, scratch marks, pools of blood and silences grunts of pain. Still have to remember that if killer hits the Elusive gets removed.
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It hard counters some. A lot of aura reads will be triggered outside that window, nowhere to hide, I'm all ears etc.
The main thing I liked about distortion was the information it gave. If killer ran multiple aura read perks you would still run out of tokens even with old distortion but to know what aura read perks were in use made a hug difference and allowed you to counterplay. Since survivors have no way of knowing when they were being aura read outside of those perks other than guess work.
It's just yet another aspect of dbd that makes low tier survivor remarkably unpleasant to play while providing limited advantage against high mmr swfs. High level surv players are so effective in chase that they rarely play stealthy and can just run to the nearest loop without worrying about hiding. Whereas new survivor players will hide on instinct which means aura reads will see them killed again and again often without knowing how they were seen until after the game.
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The killer is meant to be the hunter, it's meant to have info to lead it to it's next target.
The survivors can play around it in many ways,.Like if they think the killer has BBQ, just hop a locker for a few seconds when the killer hooks.
If you know the killer has Friends Till the End make sure you go in a locker for 10 seconds if you're the obsession and someone is getting hooked. The scream doesn't give aura, only the location bubble so you can sneak away if you're hit by it as long as you're not hovering around the killer.
The in chase aura perks generally have really long cooldowns so while they might help with a mindgame here and there I wouldn't say they're consistent enough to be like an auto win or anything, especially not against good survivors.
If the killer instantly go for your hiding spot after kicking a gen you can be pretty sure they have NTH, so just stop hiding close to generators. Sure the effect follows the killer for the duration but it's really not that long, even with Lethal.
Darkness Revealed can be strong but on some maps the locker placement is so scuffed that you get nearly no value out of it.
Run perks like We See You, so that you can punish killers with lots of Aura read if you think it's such a powerful thing. Clearly having 15 seconds of aura read on the killer every 4 times they see you, for the whole team, is stronger than the killer seeing you for a few seconds now and then.-1 -
The devs said it themselves.
You probably have a source for that claim?
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The reason why aura read is not as good as you think is pretty simple:
Yes you can do that, and yes you know where everyone is most of the time BUT it does not matter if you can't catch them and it does not matter if they are spread out. You can't defend everything constantly no matter what you do.
That's the exact reason why doctors ability to know the positions of everyone is simply worthless, he's not strong enough to use those informations constantly and not fast enough ether. (At least not for me, and I imagine not for a lot of other people)
Now where I agree is in case of vecna, blight, nurse, probably ken, billy and so on and so on. So killers that can catch you basically instantly if they know where you are. In THAT case it's actually pretty strong, but even there it comes for the price of everything else because you obviously don't have gen defence then.
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The killer is meant to be the hunter, it's meant to have info to lead it to it's next target.
And that's fine for stuff like BBQ & Chili, and it's basekitted via crows, scratch marks, gen noises, etc.
The problem is that with stuff like Floods of Rage, Weave Attunement and particularly Nowhere to Hide, it doesn't 'provide info to lead to the next target', it just attaches a giant neon sign to the survivor going 'HERE THEY ARE!'
Game was never designed around the killer not ever having to look for survivors. The later generations of aura perks simply do all the work.
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Thats not really true. More for Wesve Attunement, but it announces itself atleast.
Floods of Rage and NtH are pretty similar to BBQ. (Floods has kinda the same activation requirement with needing to hook). They have clear activation condition, active timer and counters. The hard part is to figure out if the killer has it (same goes for BBQ).
-2 -
As someone desperately trying to run fast track to see this "massive value" I keep hearing about, I call bullshit.
I've gotten "value" from this perk only a handful of times:
- Pig on Freddy's. Fought over shack gen and dumped a full 9 tokens into it. Came back to finish it, completely undisturbed (so, tons of time even without FT). Even if you split hairs, game was a 4k at 2 gens left. Zero impact.
- Huntress on one of the Auto Haven maps. Finished a gen as she approached because I got a lucky skill check. Gen was at 95% when that happened. Value? Sure. Would've done the exact same thing before the changes with fast track too. Oh, this game was also a 4k, so who cares.
- Demo on wretched shop. Down to 1 gen left and my duo and I dropped all of our tokens into main. Gen had about half of max progress to complete. Demo fought both of us over that gen, which never finished nor did it hit zero. Teammate finished another gen to power the gates. So, zero actual perk value, and we could've pressure the gen without it.
Some lowlights:
- Being the only one not hooked/not death hook/or healthy and have to go save with full tokens. Burning tokens while forced off gens, because I'm not going to throw for this perk.
- Dying with tokens.
- Being the only one with the perk and tunneled out immediately (up to 3 so far, which is more than I've had actual "value" from FT btw).
- Spending more than half a gen waiting for a skill check with full tokens for almost a minute and finishing the gen without ever seeing the required skill check. Nor did it matter at that point.
- Shouting at the game for a skill check when it would matter and having to run away instead of the perk making a difference.
I'm not seeing this insane value. It's not game breaking from my perspective, it's not even easy to get value out of this perk every time, let alone maximum value.
My personal experience is that in every game I've played with FT, I'd have been better off with deja Vu in that slot. I switched over to hyper Stakeout and got way more consistent value, and that includes using those two with fast track. It's just not consistent.
Fast track isn't getting changed because it's activation condition is "punishing", which is the official story. Batteries included, fire up, and noed also "punish survivors for just doing their objective". So that's a load of crap.
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I'm not sure I see the link between being revealed before the chase starts, and that reveal making being downed too quick.
If the aura read isn't active during the chase, surely the time to down would be completely unaffected? It might cut out time searching for survivors, but good killers aren't going to be searching for survivors regardless of aura reads being in play, they're going to be tracking + heading straight for survivors.
Looping itself isn't really affected by aura reading as a class because only a handful of aura perks actually activate during chase, and most of those have been in the game for a while, like I'm All Ears. The perks actually being cited in these conversations, like BBQ, Nowhere To hide, Friends Til The End, etcetera, these aren't the chase aura perks and shouldn't be affecting your chases outside of making them start sooner than they might otherwise have.This is why I don't personally see the need for hard limits on aura reading as a mechanic, because it really isn't having that kind of impact overall. Individual perks can be tuned down, for sure, but as a class aura reading is in a pretty good spot- all I'd really suggest is more counter-pick perks for people who care about them, but it's not as though you need to counter-pick aura perks. You can do just fine by running general chase perks or information perks of your own, or just by reacting when the killer comes for you.
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The problem is they are playing a completely different game. Many good survivor wont care to hide or will hide in a safe place (pallet/with sb/etc.)
They will realize an aura perk is in play and in the worst case they lost the prerun distance to the killer.
But bad/new player will hide in deadzones. They realize an aura perk is in play after they give a free hit and cut the chase in half. Sometimes they dont even realize it was an aura perk and fall for it again or dont know which one. Worse some hear the tr and hide in a locker. Decent killer count 1 and 1 together and search the locker near the aura reveal (or even see the locker animation with NtH).
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It really depens on your killer tho, like for example 4 aura perks on blight/nurse can be brutal. But dredge /onryo can have 4 aura perks and it will do nothing because you can still loop them until you grow old.
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Looping is only uncertain in 50/50s ehat are you talking about? It doesnt matter if the killer has perma aura on you, you can just hold a checkspot and you wont get downed, and you dont have to equip perks for that.
I literallly dont get this looping is supposed to be mindgames mentality, yes some do but those are not the important game changing loops, the ones that eill change the tide of the match are defined by checkspots, distance optimization and even the environment.
If the average player even knew what a checkspot is I swear the game and forums would be so much different, this is like discussing balance in a shooter where like half the playerbase doesnt know how to crouch yet they are very vocal on balance.
This applies to killers as well, don't get me wrong, the average pub killer also leaves a lot to be desired.
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No they don't. You can't leave the NTH radius without making scratch marks, you can't prepare for a Floods of Rage unless you're on comms with the person doing the unhooking.
The big distinction that made these perks in particular break the status quo is that BBQ & Chili does NOT work on anyone too close to the killer. It specifically has a stipulation that permits survivors to still hide. NTH and Floods of Rage in particular do not permit that at all. If you're anywhere near the killer when it pops, too bad. Sucks to be you, I guess.
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Weave attument is working with franklins only and this perk has easy counter just go to corner and drop your item there if it bothers you and killer has two dead perks in term of survivor loosing item which isnt their strongest thing honestly.
Floods of rage are scourge hook and need other perks to ge good with value or its rng based on 4 random hooks and tbh there are way better scourge hook perks than this one.
nowhere to hide can be tricky, easy fix would be that it isnt bound to killers position but the damaged gen so the 24 meters are is near gen thta killer kicked and not around moving killer but other than that that perk isnt super op because killer must take his but to gen and kick it and perks like pain res,ruin make this one not much useable or sometimes even perks like deadlock.
Aura perks are just something for something like they require survivors to do some action like nurses calling or killer like hooking survivor,openm lockers etc. so he gets info.
By your thinking pattern the nemesis perk lethal persuer is the most problematic but even if its good perk it only works once and than gives small two seconds of aura for other aura perks so nothing busted.
The perks you mentioned need killer to do something to acquire the aure reading effect and some of tem even dont work well alone like that vecnas perk for items and need other perk to work properly.
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They can be strong as hell like s-tiers with full aura build but even they can be easily beaten with gen speed I saw many videos where they got rushed in 5-7 minutes and they didnt play poorly just survivors jumped on gens and were efficient.
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Weave attument is working with franklins only and this perk has easy counter just go to corner and drop your item there if it bothers you and killer has two dead perks in term of survivor loosing item which isnt their strongest thing honestly.
So spend a bunch of time stowing your items out of use and still be unable to hit that corner of the map, probably multiple corners. That's not two dead perks, because now survivors cannot use items, and those are a big deal judging by the constant nerf-calls for toolboxes and medkits, and the frustrations about flashlights.
Floods of rage are scourge hook and need other perks to ge good with value or its rng based on 4 random hooks and tbh there are way better scourge hook perks than this one.
Does not fix the problem pointed out, and it does not need another perk to get value.
nowhere to hide can be tricky, easy fix would be that it isnt bound to killers position but the damaged gen so the 24 meters are is near gen thta killer kicked and not around moving killer but other than that that perk isnt super op because killer must take his but to gen and kick it and perks like pain res,ruin make this one not much useable or sometimes even perks like deadlock.
And killers would obviously never want to kick a gen and then immediately get to see the survivor's exact location. Bad perk. That's why it's consistently in top 5.
Aura perks are just something for something like they require survivors to do some action like nurses calling or killer like hooking survivor,openm lockers etc. so he gets info.
'Hooking survivor' is not a requirement that can be held against a killer perk. You are required to hook survivors anyway.
By your thinking pattern the nemesis perk lethal persuer is the most problematic but even if its good perk it only works once and than gives small two seconds of aura for other aura perks so nothing busted.
No, and this is the distinction between BBQ and NTH: BBQ only works on survivors that are a good distance away from the killer, giving them an opportunity to hide after the aura read ends. Lethal Pursuer only works at the start, which is when the survivors should be a good distance away from the killer, once again, giving them an opportunity to hide.
These two perks specifically give the killer direction, but don't hold their hand and just wipe any possibility of hiding. Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction.
The perks you mentioned need killer to do something to acquire the aure reading effect and some of tem even dont work well alone like that vecnas perk for items and need other perk to work properly.
If the thing you need to do is just 'play the game', that's hardly a requirement. You're not gonna get anywhere in the game anyway without hitting a survivor (Franklin's + Weave) or hooking them (Floods) and you're almost certainly not gonna play a game without kicking a gen (NTH).
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This is going to become my tag line I guess. There are NUMEROUS people that bought the game and do not feel like they should have to dedicate their life to watching youtube and reading guides to play the game. New people play the game as well and as much as it seems no one cares they are there.
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So spend a bunch of time stowing your items out of use and still be unable to hit that corner of the map, probably multiple corners. That's not two dead perks, because now survivors cannot use items, and those are a big deal judging by the constant nerf-calls for toolboxes and medkits, and the frustrations about flashlights.As I said items for 2 killers perks and you dont need to got directly to the each corner just drop it in some dead end where it wont help the killer give him the info he wants from that perk so in place like shack or some loop just go near edge of the map and drop it there and its ok or keep using it he must m1 hit you to get thte value from it so its int that bad to keep the item either unless you get slaped with m1 on shack and than continue to loop him there while he has aura on you all the time plus you can see this on your screen that he has it.
Does not fix the problem pointed out, and it does not need another perk to get value.Floods arent that busted perk as you claim its kinda mid aura perk it gives long reveal but when survivor who is on scourge hook gets unhooked so killer usualy by this time is doing something already and is busy.
And killers would obviously never want to kick a gen and then immediately get to see the survivor's exact location. Bad perk. That's why it's consistently in top 5.The reason its in most used is because its very reliable many survivors just do gen, get terror radius proc and go few meters from gen and thats where it gets them but this perk just puts you in chase and doesnt kills you immidetly so its not that bad and its pretty easy to tell killer has it because he kicks every gen even the ones that arent needed or worth to kick.
'Hooking survivor' is not a requirement that can be held against a killer perk. You are required to hook survivors anyway.Yeah you are required to do something to get something from that perks just like many survivors perks that give survivor some effects if they do their objective its like post BBQ with longer reveal and no range cap but happens when that survivor is unhooked and its just on 4 random hooks and only one perk changes scourge hooks placement so nothing crazy as you claim.
No, and this is the distinction between BBQ and NTH: BBQ only works on survivors that are a good distance away from the killer, giving them an opportunity to hide after the aura read ends. Lethal Pursuer only works at the start, which is when the survivors should be a good distance away from the killer, once again, giving them an opportunity to hide.And nowhere to hide just works in certain distance (24 meters) when killer kicks gen only issue that perk has its that its bound to killers character and not that gen like in 2v8 reveal mechaninc with kick thats only bad thing that perk has nothing more my exsample in its core of thinking makes sence only you see two other perks less usefull but thats becuase how they are set like most of gens with some progress have survivor around and killer goes to check gens to find survivors naturaly this perk just helps him in that because nurses is even stronger in its idea but its usefullness isnt that reliable compare to nowhere to hide (it was when was selfcare strong and peple healed everywhere but now healing meta is under hook right after the save)
These two perks specifically give the killer direction, but don't hold their hand and just wipe any possibility of hiding. Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction.They have restrictions for floods you need to get survivor hooked onm special hook and than when someone saves him its gives you aura read.
Weave needs franklins to work and works only on m1 attacks only killer has some addon which causes survivors to drop items as bubba has on his saw which means by itself this aure perk is almost usesles because people have their own items and dont go for chest to get them, on top of that this perk has pretty easy counter and even if you loose your item you can go and grab it and get only oblivious for 30 seconds but if you are in revealing range of weave attunement you get info on your screen as survivor even as survivor who hasnt droped any item so this perk literally tells you killer has it which is so dull Idk what you mind here that much it has so many warnings and counters plus its only strong if you stay at loop where some droped item is but than again you have warning you your screen with this perk icon meaning you are in revealing range just like dissolution being sctive you have same warning so Idk whats your issue even picking items back from ground doesnt give you that much of a negative effect.
If the thing you need to do is just 'play the game', that's hardly a requirement. You're not gonna get anywhere in the game anyway without hitting a survivor (Franklin's + Weave) or hooking them (Floods) and you're almost certainly not gonna play a game without kicking a gen (NTH).Thats dump comparison because perks give you special effects after you did something in the game which is mostly part of your gameplay objective thats like saying you wont get away from killer without activating sprintburst or lythe because running and vaulting arent your main things to do when you ran from the killer.
From all 3 perks so have such grudge about only one is bit problematic and I already mentioned and broke down why second time here with this post.
-3 -
Your Michael is equipping 6 perks apparently, that might be part of the reason you feel so out-classed. That said.
No Where to Hide - should be attached to the gen only vs the killer. Almost no one would interpret the way it currently works as the way to does.
Darkness Revealed - A perk that takes ~2.3 second animation lock, audio cue, and has a double "do nothing" penalty if either A. No survivors are near lockers or B. No survivors are near the killer. E.G Who cares if you get revealed cross map vs a trapper? He is gonna snail crawl at you at 115% and take quite a while to get over to you. I'd love to hear your opinion of a "fairer" darkness revealed
Nurses - already limited to 28 meters and requires survivor healing in that range to kick in. Just like darkness revealed I'd love to hear what a "fair" version is to you?
BBQ - Countered by the standard get in locker/hide behind gen/ be within 32m of the hook.
Friends til the End - I'm not really sure what the issue is with this perk? If you get picked to be the obsession and you're on top of the hook? What is too strong about this perk exactly?
Awakened Awareness - uh….unless he is running a backpack build how is this a threat? As far as I know Michael gets no special carry move speed out of the box so unless he's also running agitation how is scary outside of survivor misplays?
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As I said items for 2 killers perks
Actually, items for one killer perk, the other one just adds zoning.
and you dont need to got directly to the each corner just drop it in some dead end
It's a dead end because the killer has no reason to go there and the reason the killer has no reason to go there is because survivors have no reason to go there. It's a dead end for the survivor, too. You're still wasting time running off to a spot you have no reason to be in order to get rid of something that's supposed to help you out.
And when you do it, the killer gets to see your exact location anyway, too.
Floods arent that busted perk as you claim its kinda mid aura perk it gives long reveal but when survivor who is on scourge hook gets unhooked so killer usualy by this time is doing something already and is busy.
Again, does not fix the problem pointed out.
The reason its in most used is because its very reliable many survivors just do gen, get terror radius proc and go few meters from gen and thats where it gets them
A perk that reliably removes an entire component of gameplay does kind of sound like something that's too strong, don't you think?
but this perk just puts you in chase and doesnt kills you immidetly so its not that bad and its pretty easy to tell killer has it because he kicks every gen even the ones that arent needed or worth to kick.
What kind of arguing is this? Because it's not as bad as a hypothetical super-busted OP perk, it's not a problem? With that argumentation, you can bring back insta-gen BNPs because 'it's not that bad, it doesn't provide an immediate insta-escape'.
Yeah you are required to do something to get something from that perks just like many survivors perks that give survivor some effects if they do their objective
There's a ton of survivor perks that are reliant on you doing things that you aren't required to do at all, or things that you may not get the chance to do. Think of Deliverance when someone else gets the unhook, Solidarity when someone else gets the heals off, Inner Strength, Invocations, etc.
But things like FoR and particularly NTH aren't comparable to those because their requirements are just completed passively as you play the game. They're on the level of Sprint Burst and Lithe in terms of 'requirements', not Deliverance.
its like post BBQ with longer reveal and no range cap but happens when that survivor is unhooked
I don't think you're paying attention.
BBQ's range cap is a -minimum- range. This means that the perk ONLY works to do what was initially said: It gives the killer info to lead them to the next target. It doesn't take their hand and just auto-starts the chase for them, like FoR, Weave and NTH do.
That's why NTH especially is a problem perk.
Additionally, BBQ has a clear indicator of when it is about to fire. Survivors get no such heads-up for FoR unless they're in a swiffer with comms, meaning BBQ has much better counterplay.
And nowhere to hide just works in certain distance (24 meters)
And that radius is pretty huge and it's focused on an area where survivors are pretty much required to go. It's big enough that a survivor cannot escape it without running, which defeats the point of countering NTH since then you'd just be leaving scratch marks.
They have restrictions
To quote: "Floods of Rage, Nowhere to Hide and Weave Attunement do not have this restriction."
I'm not talking about these perks having no restrictions, I'm talking about these perks not being restrained from simply taking the killer's hand and starting the chase for them.
Thats dump comparison because perks give you special effects after you did something in the game which is mostly part of your gameplay objective thats like saying you wont get away from killer without activating sprintburst or lythe because running and vaulting arent your main things to do when you ran from the killer.
Yes, Sprint Burst and Lithe are also perks whose 'activation requirements' are negligible. That's why 'they have activation requirements' is not an argument in NTH's defense and a very slim one for FoR.
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Hi I came to put my two cents in, apologies if some things I'm mentioning have already been said:
I don't think aura perks are necessarily busted, but aura perks can be really busted on certain killers, especially if they stack 3 or more consistently. But that same problem is prevalent with gen slow-down perks. And haste perks (though there's not many of them because it's a dangerous stacker).
Ideally it's the most fun (and seemingly most balanced) when killers equip a mixture, and by themselves they don't pose a problem for a variety of reasons. I think it's one of the things that add variety and excitement to the game, as long as it's not stacked like any "category" of perk.
As for actual counter-play regarding aura perks, a lot of them can drastically lose effectiveness as the match goes on when a survivor discovers the killer has it, and can pinpoint which one. While you can argue this takes a level of game knowledge which may seem too much, this is a moot point as knowing how to chase/loop well and chaining tiles similarly takes game knowledge.
Examples:
- Nowhere To Hide often leads survivors to pre-run and this is extremely detrimental to any M1 killers, especially for hold W gamers.
- Barbecue & Chili had this issue even before more aura perks came out. The counterplay is to get within 40 meters before the hook, or if your aura will be read, move in a direction for five seconds (seven if lethal pursuer), then completely change your direction. I guarantee you this will waste most killers' time.
- Friends til the end is a problematic one. If you're already the obsession, your only counterplay is hiding in a locker, assuming you don't have aura-hiding perks. Otherwise, your aura is not read, but the scream will notify the killer of your general location. Similarly, you can also treat it as barbecue as the obsession, but just as 10 seconds and abuse the fact that the killer is trying to M1 you instead of using their power.
- Lethal pursuer is common on certain killers. This is the hardest one to counter because it just affects other aura perks, but your best bet is to be cautious and half-assume killers like Hillbilly, Nurse, Ghoul may have it and be wary during the first few seconds of the match.
As somebody mentioned above, almost all perks have a "requirement" and "limitations." If you know what those are, you can abuse them to waste the killer's time. This is exactly the same on the flip side for killers who know survivor perks (waiting out dead hard or getting easy locker shenanigans from head on, changing from hit-and-run to downing tactics if there's very fast heals going on, etc). If you play the same way every single time but only change the microgame chase sequence, you'll continuously fall behind and get frustrated if you don't adapt to other side's perks. I think this is why there's no need to nerf aura perks as a whole, just individual ones that may be way too strong at times and combo too well with other perks.2 -
Actually, items for one killer perk, the other one just adds zoning.For two because Weave is almost unusable without franklins and you dont need to even place it in corners you can even keep it if you dont mind getting it back later because the range is just 12 meters which is just to cover one loop.
It's a dead end because the killer has no reason to go there and the reason the killer has no reason to go there is because survivors have no reason to go there. It's a dead end for the survivor, too. You're still wasting time running off to a spot you have no reason to be in order to get rid of something that's supposed to help you out.And when you do it, the killer gets to see your exact location anyway, too.You waste franction of time compare to killer who wasted just two perkslots for one thing that wont happen, if you know how much perks mean way more for killer than survivor than its kinda worth it not to mention you dont even have to do it. Killer can see you in corner for few seconds but unless its high mobility killer who can play with m1 a lot than this isnt problem for you because blight wont run it or nurse.
You complayin here to much for neach combo that requires two perks even BBQ causes survivor to go to locker if they believe killer has it or friends till the end which is still time waste but worth it most of time.
A perk that reliably removes an entire component of gameplay does kind of sound like something that's too strong, don't you think?It removes hinding if you dont go away from gen as new megs that ear killer terror radius so they leave but than again the main part the game is build on are chases not hinding so I dont think its broken because there are many perks that counter hiding so this kind of argument falls off.
What kind of arguing is this? Because it's not as bad as a hypothetical super-busted OP perk, it's not a problem? With that argumentation, you can bring back insta-gen BNPs because 'it's not that bad, it doesn't provide an immediate insta-escape'.If you compare insta BNP to aura perk Idk what kind of good stuf you found but this is totaly off and as I mentioned before this perk is easy to spot killer is kicking gens alot even when they have under 5-10% of progress and when you are around he goes after you or super close to you to surprise you and lockers exist or W+ shift.
There's a ton of survivor perks that are reliant on you doing things that you aren't required to do at all, or things that you may not get the chance to do. Think of Deliverance when someone else gets the unhook, Solidarity when someone else gets the heals off, Inner Strength, Invocations, etc.But things like FoR and particularly NTH aren't comparable to those because their requirements are just completed passively as you play the game. They're on the level of Sprint Burst and Lithe in terms of 'requirements', not Deliverance.Inner strengh - break totem and you can heal in locker, but deliverence ? that perk is heavy meta for some logical reason because it kills killer preasure of need to have other survivor to come and save you thats why its so good.
The requirement is passive only for nowhere to hide because floods are scourge hooks and its heavily effected by rng because scourge hooks can spawn all in one corner so reliability of this perk is questionable only thing that holds it is its strong effect.
I don't think you're paying attention.BBQ's range cap is a -minimum- range. This means that the perk ONLY works to do what was initially said: It gives the killer info to lead them to the next target. It doesn't take their hand and just auto-starts the chase for them, like FoR, Weave and NTH do.That's why NTH especially is a problem perk.Additionally, BBQ has a clear indicator of when it is about to fire. Survivors get no such heads-up for FoR unless they're in a swiffer with comms, meaning BBQ has much better counterplay.BBQ doesnt give you just info about who is 40 meters from hook away you miss this perk entire value here which tells me you dont play killer much do you, it gives you info about all survivors if they are in hook range or if they are far away from hook which can help killer to make his decision on where he will stay or patrol or run off this is what many people miss just like you did now you just look at perks text in game and talk ybout it but totaly missing what this perk does in real game and how is useable this is where your points fall off.
And doesnt NTH have warning too? Like when killer is kicking gen which is loud and can be seen or super easily predicted if he is oing it often (because he runs this perk obviously or maybe oppression), survivors dont know when is their teammate about to get hooked that greatly its there but its not that super clear especialy for soloq where many just dont even know where killer got down and where to look at on screen to expect that few seconds for hook aura of their teammate.
The NTH hasonly one flaw and thats the aura moving with killer and not staing on gen something aliens weapon perk that makes survivor scream after killer opens a locker had before when it was in meta.
If this effect stayed on that gen than its super ok.
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o quote: "Floods of Rage, Nowhere to Hide and Weave Attunement do not havethisrestriction."I'm not talking about these perks having no restrictions, I'm talking about these perks not being restrained from simply taking the killer's hand and starting the chase for them.These perks take someones hand as many other does they are info perks so logicaly even for 13 old they will help you in where you can have no clue where someone is, majority of perks hold your hand in this game because they give you ceratin effect which you wouldnt be able to have without them even as killer or survivor only thing that makes them different are strenghts of their effects and their reliabilities plus how you get these effects like perk with not so great effect that rerquires all survivors being hooked for first time (krasues exposed perk) not so good compare to perk with same requirement that gives stronger effect or perk that has same effect like in exsample I used exposed perk like make your choise or dragons grip.
Yes, Sprint Burst and Lithe are also perks whose 'activation requirements' are negligible. That's why 'they have activation requirements' is not an argument in NTH's defense and a very slim one for FoR.Floods are way harder to activate than pain res it takes way more time and by that time killer can be fully focused in chase and has aura for 9 seconds so this isnt problem. NTH has one flaw I believe I mentioned it for fourth or fift time in this post and thats it the range sint so huge of a problem if it was I believe devs would already touched that perk like they did to flashlights after south korean stream with one very good dev with that legendary quote about good job, they didnt so it seems its ok Im just for binding that aura reveal to that gens location not killers so its like in 2v8 and same change unltimate weapon got.
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You could use a locker against NtH. Sometimes you cant, but then you cant avoid BBQ either.
But thats not the point. Its not about going unseen the entire match. Its about countering the effects. Reducing the value. You can sneak away and start running when the killer starts kicking. (It wont work on some maps against Nurse bc she just blinks through two walls and one ceiling...)
Same with FoR. You cant stop it from activating in chase or while the killer is near you. But you can stealth near a pallet or juke a mindgame if you know the killer sees you. Sometimes you will pay the knowledge with a hit, but that doesnt make those perks op. They have value same like BBQ.
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For two because Weave is almost unusable without franklins
But not the other way around.
You waste franction of time compare to killer who wasted just two perkslots for one thing that wont happen
The killer wastes no time. Your timewaste is what he gets out of his perks, on top of you having no items anymore, on top of you not being able to hide in that area anymore. That's still plenty of value.
It removes hinding if you dont go away from gen as new megs that ear killer terror radius so they leave but than again the main part the game is build on are chases not hinding so I dont think its broken because there are many perks that counter hiding so this kind of argument falls off.
Just because you personally don't care about that gameplay element doesn't mean it's not a thing. Just because it's not the only problem on the block, doesn't mean it isn't one.
If you compare insta BNP to aura perk
No, you did. You compared NTH to something that just auto-downs a survivor as some kind of argument for it not being a problem.
only thing that holds it is its strong effect.
Yes, its strong effect.
Some might say its 'overly strong' effect.
It'd be a better perk if it had a weaker effect but was more reliable, no?
BBQ doesnt give you just info about who is 40 meters from hook away you miss this perk entire value here which tells me you dont play killer much do you, it gives you info about all survivors if they are in hook range or if they are far away from hook which can help killer to make his decision on where he will stay or patrol or run off this is what many people miss just like you did
Except it doesn't do that. Because BBQ announces when it is going to fire and gives survivors the opportunity to counterplay it.
Sure, you could assume that every aura you DON'T see is within the 40 meter radius.
But you can't be sure of that because lockers exist. And unlike with Floods of Rage, survivors get a heads-up display element that tells them when BBQ is about to fire, which means they can actually opt to use those lockers.
If you don't see an aura, it's -possible- that there's a survivor near you. But it's certainly not guaranteed.
Even if you were to assume that your guess is accurate 100% of the time, you are still left with an area with a diameter of 80 meters in which the survivor can be hiding. And unlike with the other problem aura perks, BBQ will tell you nothing more. You will have to find them yourself, as the perk won't simply tell you their exact location.
And doesnt NTH have warning too? Like when killer is kicking gen which is loud and can be seen or super easily predicted if he is oing it often (because he runs this perk obviously or maybe oppression), survivors dont know when is their teammate about to get hooked that greatly its there but its not that super clear especialy for soloq where many just dont even know where killer got down and where to look at on screen to expect that few seconds for hook aura of their teammate.
Accusing me of not knowing how a perk works from the killer side, but are you seriously unaware that survivors can see when their teammate is being picked up? And barring the one exception of a killer going a piggy-back build, if a survivor is being picked up, they're about to be hooked. That's a lot of forewarning that BBQ gives that NTH and FoR do not.
These perks take someones hand as many other does they are info perks so logicaly even for 13 old they will help you in where you can have no clue where someone is
No, this is where the critical distinction lies.
BBQ tells you where to LOOK for someone. NTH, FoR, WA tell you where someone IS.
BBQ gives you clues, NTH, FoR, WA tell you the answer straight-up.
BBQ gives you a general area that you will have to search with your own eyes and skills, while NTH, FoR and WA remove all requirement for any competency in that field.
BBQ is a tool to help you in your job. NTH, FoR and WA just take your hand and do your job for you.
That is the problem distinction. That is why the latter perks are the death-knell of stealth, while BBQ is completely fine.
Floods are way harder to activate than pain res
They have the exact same activation requirement.
if it was I believe devs would already touched that perk
If you still have faith in BHVR, you must be really new here.
But thats not the point. Its not about going unseen the entire match.
It's not about going unseen because this perk precludes that completely. It's a total shutdown of an entire playstyle that became the new standard to such an ingrained extent that another perk had to be nerfed to make room for it.
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There's nothing wrong with Aura reading perks. They aren't that strong and can also be counteracted with perks like distortion or shadow step. You also can hide in a locker to completely nullify the information given by an aura reading effect. If you're tired of getting found by aura reading, adapt
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You are greatly underestimating Weave/Franklin's. I went up against a p100 Trapper yesterday running it. He hooked me in a central location with items littered around and tried to keep everyone away. I know the counter so, after unhook, I tried to move the items—and got downed again in the process.
And it was a taste of my own medicine because I use this combo a lot myself. I can attribute my 80% KR on Dredge to it. It's counterable, sure, but the counters have risks. You will be seen both picking up and dropping the items, and you'll be oblivious. And the items almost always end up around downs/hooks, so the camping potential is crazy. There's zero way to approach the hook without being seen, and if you're creeping around for a save after a down, you'll also be seen. I'm glad a lot of people sleep on these two perks because without knowledge and coordination, they're a nightmare.
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That combo is good if there are items on key locations like shack it can help in map info with macro or in chase but it has its counters and these counters make this combo waste of two perks for the killer or dont give him value from it at worst so its not broken combo and you as survivor get info on your screen that you are effected by that perk and your aura is revealed what more you need.
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