Exposed Status Effect isn't directly countered by Perks
For balance purposes, I hope that a future Survivor Perk will be allowed to directly counter the Exposed Status Effect. The Exposed Status Effect reads: "The Survivor is in peril and can be downed in one hit."
There aren't any survivor Perks that mention the Exposed Status Effect within their text description. I often wonder why the Exposed Status Effect has no survivor Perks that can directly counter it. The Exposed Status Effect and the Broken Status Effect, in my opinion, are the strongest Status Effects in all of Dead by Daylight. Those Status Effects reduce the number of health states a survivor has regardless of injuries sustained from the killer. I'm trying to raise awareness to this void that currently exists. I'm trying to raise awareness for Perks that could fill that void someday.
For a Perk to qualify as a direct counter, in my opinion, it would need to mention the Exposed Status Effect within it's text description. I kindly invite you to share any Perk ideas that you believe could fill this void (directly counter Exposed). If you have an idea for a Perk that may indirectly counter the Exposed Status Effect, please don't hesitate to share. Let's be kind to each other and keep these Perk discussions civilized. Also, let's try our best to stay on topic.
I'll list some of the Perk ideas I've had and received below.
Perk: Vigil [existing Perk]
Many users have agreed that Vigil should receive a buff to include the Exposed Status Effect and the Broken Status Effect.
-
Perk: Dead Hard [existing Perk][Change suggested by @michaelrandom27]
Allow Dead Hard to be used in the Injured State and the Healthy State. Using Dead Hard while in the Healthy State would result in an extended exhaustion time.
-
Perk: Paranoia [suggested by @AetherBytes]
When on the edge of danger, you become paranoid, heightening your senses.
When suffering from the exposed or mangled status effect, see the killers aura in an x/y/z meter radius. You cannot see survivor auras except if they are in the dying state or hooked.
-
Perk: Hypervigilance [suggested by @List_of_concerns]
You start the Trial with 3 Tokens.
When you would suffer from exposed, the Perk activates and a Token is consumed.
For the next x/y/z seconds while the Perk is activated, you cannot suffer from exposed.
Hypervigilance does not activate when you are in the Injured State, the Dying State or affected by Traps.
-
P.S. I've received killer potential nerf feedback, but very few replies included suggestions on how I/we could change my/our Perk idea(s) in a way that would make them balanced. While I'm happy to reply to killer concerns, I'd be honored if they'd be willing to include suggestions that could lead us to a balanced survivor Perk. In the end, I'm simply trying to raise awareness.
Number of edits: 4
Comments
-
Here is your counter to exposed/broken.
Hide, if the killer can’t find you he can’t hit you to get effect out of exposed. If you are talking about NOED it already has counters besides just hiding.
12 -
Hiding is a counter to many things. One example is being time efficient.
Hiding isn't a Perk, though. I want to know why there are no Perks that directly counter the Exposed Status Effect. If the killer can't find survivors, they can't do their intended primary objective. I'm not explicitly talking about No One Escapes Death, but I am aware that it already has counters besides just hiding. I'm also aware that No One Escapes Death applies the Exposed Status Effect to all the remaining survivors. Did you know there are other instances of the Exposed Status Effect besides those applied by No One Escapes Death?
Thanks for the reply.
3 -
I dislike these ideas. The first has a lot of the issues of free second chance perks at the moment like MoM, there's no requirement. You just basically get 3 extra hits in a match if the killer has exposed effects.
It's also wildly varying between killers. Most exposed statuses come from perks, but killers like Michael whose ENTIRE power is applying exposed would get ######### on this so hard by essentially needing to land 12 extra hits in a match. Then you have things like Billy and Iri heads that one-hit down but don't apply exposed.
Also how would this work against effects like NOED and Devour Hope that apply an endless exposed effect until the hexes are removed, do you just get to ignore those perks entirely (or gain 3 bonus hits under their effects) for bringing what is basically a passive perk? DH needs a lot of time and tactics to build up, and NOED is meant to encourage doing something other than racing through gens, so why should they just be deleted by a perk that takes basically nothing to work?
Escaping a chase sounds nice as a requirement, but then you can literally just run in front of the killer whenever they pick someone up and easily gain stacks as they're doing something else while you're considered "escaping."
3 -
"I dislike these ideas. The first has a lot of the issues of free second chance perks at the moment like MoM, there's no requirement. You just basically get 3 extra hits in a match if the killer has exposed effects."
You did say, "... if the killer has exposed effects." That sounds like a requirement to me. There are requirements or limitations to the proposed Perks. You might get three extra hits in a match, but only if the killer has Exposed Effects. It's the same as Distortion. You may choose to use Distortion against a killer that isn't using any Aura reading Perks. In that match, you wouldn't be gaining any advantage by using Distortion. It would be exactly the same thing for Perk I outlined.
"It's also wildly varying between killers. Most exposed statuses come from perks..."
I'd imagine it varies wildly because not all killers use the same four Perks.
"... but killers like Michael whose ENTIRE power is applying exposed would get ######### on this so hard by essentially needing to land 12 extra hits in a match."
Let's try to agree, based on recent data gathered in April (2019), that the Perk Self-Care is the most commonly used survivor Perk in the entire game (regardless of Rank or Platform). Based on this, Sloppy Butcher and A Nurse's Calling would be direct counters the most commonly used survivor Perk. Where I'm going with is, survivors are expected to realize they are being countered and play accordingly. Maybe Michael could do the same thing and not use Tier 3. Alternatively, if he suspects multiple survivors are using Hypervigilance it might be beneficial use up the survivors Tokens as early as possible.
As far as a killer's ENTIRE power being countered goes, just look at The Hag and the way her Traps interact with Flashlights and the Urban Evasion Perk. I think her ENTIRE power is getting countered by those two things. My proposed Perks wouldn't last the entire match the same way Urban Evasion and Flashlights can.
"Then you have things like Billy..."
I've always thought, thematically, that the decision to make chainsaws one hit downs was a brilliant idea. I don't think the proposed Perks should prevent chainsaws from inflicting one shot downs.
"Also how would this work against effects like NOED and Devour Hope that apply an endless exposed effect until the hexes are removed, do you just get to ignore those perks entirely (or gain 3 bonus hits under their effects) for bringing what is basically a passive perk? DH needs a lot of time and tactics to build up, and NOED is meant to encourage doing something other than racing through gens, so why should they just be deleted by a perk that takes basically nothing to work?"
It would work the way you expected it to work. If you have Tokens remaining or you've escaped enough chases without starting a new chase within 15 seconds, you would not be afflicted with the Exposed Status Effect for the corresponding amount of time. You wouldn't be ignoring those Perks entirely, especially if you're out of Tokens and NOED or Devour Hope are still applying their endless Exposed Status Effect. There are many passive Perks. To name a few: Lightweight, Iron Will, Distortion, Prove Thyself, Bond, Empathy, Wake Up!, A Nurse's Calling, No One Escapes Death, Discordance, Plunderer's Instinct, Hex: Ruin and many more... I'm failing to see your point.
"Escaping a chase sounds nice as a requirement, but then you can literally just run in front of the killer whenever they pick someone up and easily gain stacks as they're doing something else while you're considered "escaping."
Maybe the time requirement to receive a Token could simply be adjusted to make it more difficult.
Thanks for the reply.
0 -
Maybe Michael just shouldn't go tier 3. Yeah great, let's just remove a killer's entire power with a perk that would probably be top tier, and that should be fine for balance.
6 -
Is there any benefit to Tier 3 besides slightly increased lunge, a whole 0.4 seconds faster vaulting speed, and the Exposed Status Effect? Michael seems to do fine in Tier 2. These Perks wouldn't be removing his entire power either. In Tier 1, Michael is immune to detection Perks and has one of the smallest Terror Radii in the game. In Tier 2, he still has one the smallest Terror Radii in the game, while also having 115% movement speed.
Thanks for the reply.
1 -
But that is the whole point of him, start weakened, build to a slightly stealth basic killer, then with work you reach a point where you're actually strong. There are builds that do well around T1 but not every Michael shouldn't be cornered into a mirror build every match because a perk with basically no downsides deletes the MAIN benefit of his power.
Having to stalk at the beginning of the match to be a basic M1 killer with half terror radius is not a power.
6 -
This would murder Michael and basically delete his power if a survivor uses it.
3 -
"But that is the whole point of him, start weakened, build to a slightly stealth basic killer, then with work you reach a point where you're actually strong."
First of all, not every killer can take advantage of their power in every situation. Michael is no exception. He is a stealth based killer in all Tiers aside from Tier 3. Michael starts "weakened" in Tier 1. Upon reaching Tier 2, Michael never goes back to Tier 1 (not even after Tier 3 expires). Technically, Michael would still be starting out in a weakened Tier 1 and reaching a point where he is noticeably stronger (Tier 2). That wouldn't be going away because of a Perk.
"Having to stalk at the beginning of the match to be a basic M1 killer with half terror radius is not a power."
Yes, it is. It's a power that exists in Dead by Daylight, right now. Sight and sound are the only default ways to know if a killer is nearby. Having a small Terror Radius is a direct counter to detecting a killer via sound. Countering one of two possible senses, at all times, is extremely powerful. I won't be convinced that countering 50% of default killer detection is not powerful.
Also, what's wrong with being a basic M1 killer? M1 killers are still part of the game, still receive balance changes, and are still capable of winning games.
Thanks for the reply.
0 -
These perks wouldn't murder Michael. Survivors can't kill killers. That'd be crazy to see, though. Don't you agree? 😆
Also, these Perks wouldn't basically delete his power when a survivor chooses to use them. Michael would still be benefiting from Tier 1 (immune to to detection perks) and Tier 2 (115% movement, small terror radius, and faster vaulting). In other words, Michael would still be benefiting from two thirds of his power. Tier 3 would be the only part of his power that is getting countered by these Perks.
Thanks for the reply.
0 -
M1 killer get bulid very ez
0 -
They get bullied? Do you mean to say that it's more difficult to play as a M1 killer? Are you saying they experience, on average, lower win rates? I'm not sure what you mean. Could you be more specific, please?
Thanks for the reply.
0 -
Have you played as a myers a lot? His t3 is a very important part of his kit and without it you wont do too much against good survivors.
Also the idea of perk that single handedly counters exposed status effect is bad. Why? Because of how exposed status effect is actually working his way in the game.
What do i mean? This perk will completely nullifies any reason to do totems and so survivors wont care about them and will focus gens because noed will be no danger anymore... yeah, you will get a speed boost of 6%... good luck with that against the adrenaline.
What's more, it will also completely destroy make your choice, rancor, haunted ground, devour hope and readhead's pinky finger.
All these perks have an actual counter and adding this perk will put them all in a bad spot.
When it comes to a second perk its still bad especially if you combine it with the adrenaline , which will make it again, a direct counter to noed, rancor and what's more: billy, leatherface, myers.
4 -
"Have you played as a myers a lot? His t3 is a very important part of his kit and without it you wont do too much against good survivors."
I've seen plenty of Myers sacrifice entire groups without ever activating Tier 3. In your opinion, Tier 3 might be the most important part of his kit. I think part of his kit that serves him well, is the extremely small terror radius combined with the 115% movement speed. When you have limited visibility, because you're indoors or surrounded by mixed height obstacles, Myers reduced Terror Radius is very powerful. In those situations, you have no warning that Myers is approaching unless you have specific Perks. Even then, some of those Perks won't activate if Myers is in Tier 1.
"Also the idea of perk that single handedly counters exposed status effect is bad. Why? Because of how exposed status effect is actually working his way in the game."
I disagree. I think having direct counters, no matter how weak or strong, is important. Currently, there is no Perk that counters the Exposed Status Effect directly. I based my Perk idea off of the Distortion Perk. Distortion doesn't single handedly counter any Aura reading Perks. It only counters them if you have Tokens remaining. Once you're out off Tokens, it's business as usual. Also, if you're playing a killer that doesn't use an Exposed Status Effect (during that particular match), the survivor would be essentially be playing with three Perks (instead of four).
"What do i mean? This perk will completely nullifies any reason to do totems and so survivors wont care about them and will focus gens because noed will be no danger anymore... yeah, you will get a speed boost of 6%... good luck with that against the adrenaline."
The Perk won't nullify anything if you don't have Tokens. Also, you're assuming that every single survivor will use these Perks. There are dozens of Perks and some survivors have Perks they are unwilling to play without. I doubt every survivor would immediately move this Perk into their "Top 4". If there were even one survivor, in a group that wasn't running this Perk, they'd still want to and/or need to search for any Hex Totem that applies the Exposed Status Effect. The Perk wouldn't counter Exposed for the entire group. I simply wish there was at least one Perk that would directly counter the Exposed Status Effect. It'd be nice if that were an option.
Adrenaline is a one time use Perk that does nothing for the survivor if five generators are never finished. If a killer is doing well, Adrenaline may never get used. I know Adrenaline ignores the Exhaustion Status Effect, but at least the Exhaustion Status Effect has a direct counter. The direct counter is a Perk called Vigil.
"What's more, it will also completely destroy make your choice, rancor, haunted ground, devour hope and readhead's pinky finger."
Those Perks wouldn't be completely
destroyedcountered. Some of those Perks would be less valuable. If you're successfully countering one of those Perks, they would be less valuable. That's kind of how countering works. Having Tokens early on may completely counter those perks for a limited time. Once you're out of Tokens, you're no longer countering those Perks or Add-on(s)."All these perks have an actual counter and adding this perk will put them all in a bad spot."
Actually, they don't all have counters. Make Your Choice doesn't have a Perk counter. Rancor doesn't have a Perk counter (Distortion blocks the Aura reading but not the Exposed Status Effect.) Redhead's Pinky Finger might be countered by Dead Hard at least one time per survivor.
Haunted Ground has a Perk counter. Small Game could unreliably help you determine just how many Hex Totems are active. Even if you do determine that Haunted Ground is in play, any other survivor could unknowingly activated the Exposed Status Effect for his/her entire group. Is it a counter? Sure, but it's extremely weak. I'd say that your chances of successfully countering Haunted Ground, with Small Game, is somewhere between 0% and 10%. If you're trying to score in every category, there just isn't enough time to find every single Totem (by yourself) before someone else likely takes the decision to counter Haunted Ground out of your hands.
Out of all the Perks you listed, Hex: Devour Hope is the only one that has a reliable Perk counter. Hex: Devour Hope has the same Perk counter as Haunted Ground. I'd say that your chances of successfully countering Devour Hope with Small Game are actually extremely high (>50%). If you used Small Game to search for Totems, while leaving Dull Totems intact, you would probably find Hex: Devour Hope very quickly. In the case of Hex: Devour Hope, attempting the cleanse the wrong Hex Totem won't apply the Exposed Status Effect to the entire group.
"When it comes to a second perk its still bad especially if you combine it with the adrenaline , which will make it again, a direct counter to noed, rancor and what's more: billy, leatherface, myers."
What does Adrenaline have to do with the Exposed Status Effect? I don't see the correlation. Any Perk combination can be used by anyone that's taken the time to unlocked them. I don't understand how combining Perks should stop any Perk from existing. If it's unbalanced, rework it or balance it. Don't delete it. Have they deleted any Perks so far? 🤔
The Hillbilly and The Cannibal wouldn't be affected by these Perks that I've suggested. Those two killers don't apply the Exposed Status Effect with their powers. Myers, to some extent, would be temporarily countered while he is in Tier 3. You've made that clear and I agree. I don't think it'd be as bad as you're worried it would be.
Thanks for the reply.
0 -
You can only hit them with m1 so eat the loops and lose to most survivors with 2 cell brains
1 -
*Longingly sighs at the thought of Vigil including exposed timers like MYC, H:HG, IM*
0 -
I think by definition, being a m1 killer means that your power doesn't help you win chases or reduce the time that you spend in loops. As far as losing to survivors goes, would you rather outplay survivors with 2 cell brains or outplay average to above average survivors?
Thanks for the reply.
0 -
To be clear, are you for or against buffing Vigil to include the Exposed Status Effect timers?
Thanks for the reply.
0 -
Buff Vigil LOL that perk is so bad
1 -
The first perk has no counterplay to it other than playing a killer and running perks without exposed. Which wouldn't be an issue if not for the fact that one of the most loved and interesting killer is built around exposed. Three hex perks have exposed as their keynote effect. One obsession perk features it. You're placing a lot of builds and playstyles designed to counter the fact that survivors have become ridiculous durable right into the trash.
The second perk as you've written it has the same problem as the first, but for some reason it also reveals the obsession. Which is weird because you don't ensure the perk switching the obsession to yourself before giving the aura reading. It's still left up to chance that you're not the obsession. You're putting your teammates at risk. Also the way you've written it makes the perk useless at tier 1 and undefined at tiers 2/3.
The killer is supposed to be the power role and most consistent way to express that is what killers are is through Exposure Status. It is one of the reasons it already has a lot of hurdles to get it unless you're a killer that has it part of their kit. Even then it is on a strictly controlled time limit with the exception of one addon for Myers that makes going from T2 to T3 take much longer time than normal.
0 -
Yeah I had to admit that line made me laugh a little, basically "just don't use your power" okay then, guess I've been told. The combinations on this are crazy, I can just imagine it with MoM, DS, DH or adrenaline, any of those plus ignoring an exposed hit. It's insanity. OP is correct, a Myers can be scary in tier 2 HOWEVER, going T3 helps an already slow build killer establish pressure/regain ground lost going from tier 1-2/stalking, tier 2 limiting means you must commit to full chases and waste time from protecting gens and is only exceptionally useful on a mirror build because you have an added power, on large maps might as well never play any killer but nurse. No thanks.
If you don't believe this is a bad change get some friends or some competent survivors to play with MoM, DH, DS and adrenaline, and you play as only tier 2 myers on a large open map (where stealth can go to die sometimes) add a few classic survivor things like insta heals, flashlight saves and toolboxes for extra fun
1 -
I hope they will consider buffing Vigil one day. It's a Status recovery Perk that doesn't do anything for two of the strongest Status Effects in Dead by Daylight (Broken and Exposed).
Thanks for the reply.
0 -
Between an icon and the warning sounds of some powers survivors already have early warning to start hiding. Stealth is the strongest counter available, especially so since most exposed effect have limited duration.
1 -
"The first perk has no counterplay to it other than playing a killer and running perks without exposed."
True. It's just like Distortion and it's relationship with Aura reading. It doesn't last forever. You can't acquire more Tokens.
"Which wouldn't be an issue if not for the fact that one of the most loved and interesting killer is built around exposed."
I'm sure everyone loves different killers. The Hag is an interesting killer that is completely built around placing Traps and teleporting to them. She can have all of her Traps erased by a flashlight. You can Urban Evasion over her Traps without triggering them. One of those is a direct counter in the form of an Item. The other is a direct counter in the form of a Perk.
"Three hex perks have exposed as their keynote effect. One obsession perk features it. You're placing a lot of builds and playstyles designed to counter the fact that survivors have become ridiculous durable right into the trash."
I wasn't aware that Exposed Status Effects were designed to counter durable survivors. I thought the purpose of Exposed was to get one hit downs instead of two hit downs. I'm not trying to have player builds or playstyles thrown into the trash. I'm trying have some direct counters to the Exposed Status Effect implemented in the form of new Perks. Maybe it's wrong to try and look at new Perks in a vacuum. Surely, I don't know.
"The second perk as you've written it has the same problem as the first, but for some reason it also reveals the obsession. Which is weird because you don't ensure the perk switching the obsession to yourself before giving the aura reading. It's still left up to chance that you're not the obsession. You're putting your teammates at risk. Also the way you've written it makes the perk useless at tier 1 and undefined at tiers 2/3."
You're right. This perk wouldn't guarantee you are the Obsession, and for good reason. I changed the player that would be getting revealed to the Obsession. I did this to nerf the Perk believe it or not. I assumed you wouldn't want the player using this Perk to be the first player to start acquiring Tokens. I thought it'd be a nice twist to put your teammates at risk, similar to Object of Obsession Perk (provided you are near your fellow survivors when you reveal your Aura to the killer), if you chose to use this Perk. The decision to make the Perk useless with 1 Token was also an intentional nerf. I assumed you wouldn't want this Perk to be active extremely often. I think I'd make the perk weaker (increase time to acquire a Token or increase Token cost) if you aren't the Obsession. When playing against this Perk, it' be similar to the Save The Best For Last Perk. You wouldn't want to chase the Obsession.
"The killer is supposed to be the power role and most consistent way to express that is what killers are is through Exposure Status. It is one of the reasons it already has a lot of hurdles to get it unless you're a killer that has it part of their kit. Even then it is on a strictly controlled time limit with the exception of one addon for Myers that makes going from T2 to T3 take much longer time than normal."
I'd argue that the most consistent way for the killer to express their power role would be to hook survivors twelve times and/or confirm four sacrifices. You don't need the Exposed Status Effect to win games as the killer. Having access to a Status Effect that has no direct counter, in the form of a Perk, could certainly make winning a lot easier. (Ex: Myers triggers Tier 3 within 4m to 8m of you because his supposedly nonfunctional power isn't preventing you from hearing his Terror Radius. Keep in mind, his Terror Radius is 16m and he moves at 4.6m per second.)
Thanks for the reply.
0 -
"Yeah I had to admit that line made me laugh a little, basically "just don't use your power" okay then, guess I've been told."
I'm glad someone is enjoying this thread, even if it was only for a few seconds. Guess you've seen it all now. 😂
"The combinations on this are crazy, I can just imagine it with MoM, DS, DH or adrenaline, any of those plus ignoring an exposed hit. It's insanity. If you don't believe this is a bad change get some friends or some competent survivors to play with MoM, DH, DS and adrenaline, and you play as only tier 2 myers on a large open map (where stealth can go to die sometimes) add a few classic survivor things like insta heals, flashlight saves and toolboxes for extra fun"
Maybe the developers could categorize Perks and then restrict Perk selection based on those categories. Ex: You'd only able to equip one Perk from each category. I don't know if that'd go over well, but I'd like to see it in action at least one time. Then, these "ridiculous survivor builds" could no longer exist. It's just a thought... I'm not particularly looking forward to the feedback I receive for having that thought. I'd assume it wouldn't be pleasant. 🤣
"OP is correct, a Myers can be scary in tier 2 HOWEVER, going T3 helps an already slow build killer establish pressure/regain ground lost going from tier 1-2/stalking..."
Not much to add to this. I agree. It's undeniable that Tier 3 helps Myers establish more pressure or regain ground lost in Tier 1.
"tier 2 limiting means you must commit to full chases and waste time..."
Whoa! Committing to full chases is a waste of time? What are all these killers doing? Is it one hit downs or End Task now? 🤯
"... and is only exceptionally useful on a mirror build because you have an added power, on large maps might as well never play any killer but nurse. No thanks."
The Nurse is quite good on larger maps. I'm not going to suggest you don't play as The Nurse in any forum. I don't need or want that kind of attention. 😅
Thanks for the reply. Your reply and this follow up reply had me laughing a little too.
0 -
"Between an icon and the warning sounds of some powers survivors already have early warning to start hiding."
Some survivors have an early warning. Others, aren't so lucky and get one hit downed before they have time to react. I've had acquaintances ask me what happened to them only for them to notice the icon afterwards.
"Stealth is the strongest counter available, especially so since most exposed effect have limited duration."
Stealth isn't a Perk. Also, if Exposed Status Effects have such a limited duration, what are you worried about? Are you worried that one of your chosen killer Perks might get countered by a survivor Perk a handful of times?
Thanks for the reply.
0 -
@List_of_concerns when I said commit to a full chase, in terms of Michael his chase is stronger in ew3 due to the vaulting increase, chasing in tier 2 means you risk getting looped, sometimes you must consider if it’s worth the chase (safe zones or infinites) Getting a surprise exposed attack in is how his power is meant to be used, you charge it and wait strategically. Sometimes committing to a full chase isn’t smart I.e. when you know other survivors are rushing a gen w/ discordance, you can quit the chase you’re in and return with surprise ew3 to the problematic gen. Ew3 is a crucial part of Michael’s pressure, otherwise he’s a loopable, M1 killer like wraith or legion with no useful power.
0 -
I'm not worried about any killer, stopped playing that awhile ago. I just don't think we need a perk to soak the status when active and smart play does just as well to limit its influence on the match.
0 -
Or just make vigil affect the Exposed status effects that have visual timers on the survivor side :/
1 -
Tell me something do you believe that will be balance for the killer to stop all the Exhausted perk from every survivors in the game up to 3 times per game ?
0 -
"when I said commit to a full chase, in terms of Michael his chase is stronger in ew3 due to the vaulting increase, chasing in tier 2 means you risk getting looped, sometimes you must consider if it’s worth the chase (safe zones or infinites)"
I think there should always be a risk and reward when it comes to how you choose to play a chase. I think the colloquial term for those choices is "Mind Games". Myers' Evil Within Tier 3 is undeniably stronger than Tier 2. I'm sure that is by design. Myers still vaults faster than most killers in Tier 2. I don't think Tier 3 (or the even faster vaulting speed) was intended to guarantee that Myers would never lose a chase or never get looped.
"Getting a surprise exposed attack in is how his power is meant to be used, you charge it and wait strategically."
I think this is a little too specific considering Myers isn't in Tier 3 for an entire match. I'd change it to: "Getting a surprise
exposedattack in is how his power is meant to be used. You charge it and play strategically based on which Tier of Evil Within you are currently in.""Sometimes committing to a full chase isn’t smart I.e. when you know other survivors are rushing a gen w/ discordance, you can quit the chase you’re in and return with surprise ew3 to the problematic gen."
Committing to a chase is decision every killer is faced with. Perks like Discordance can certainly help you make a more informed decision. Discordance could help any killer make the decision to quit a chase and return to a problematic gen. No killer that using Discordance is prevented from using their power (to the best of their ability) to deal with a problematic gen.
I don't see how having a possible direct counter to the Exposed Status Effect would be preventing Myers from using his power. Myers has multiple potential advantages that can benefit from. Some of those benefits come from other Tiers besides Tier 3. Having the Exposed Status Effect portion of his power directly countered would not prevent him from benefiting from those other advantages.
I'm not asking for Myers' entire power to be countered. I'm asking for a direct counter to the Exposed Status Effect in the form of a Perk. Said Perk doesn't have to be remotely close to the ideas I've suggested.
Now, I would like to share a few facts that I hope we could use going forward. Myers currently has three Tiers to his power. Currently, Myers' power does not consist only of a limited time Exposed Status Effect with no other benefits. If Myers didn't currently have varying Tiers of power, currently consisting of separate advantages, there currently wouldn't be Tiers. Myers does currently have Tiers, that are numbered, and each Tier is currently gives Myers different advantages from any other Tier.
"Ew3 is a crucial part of Michael’s pressure, otherwise he’s a loopable, M1 killer like wraith or legion with no useful power."
I don't know how crucial Myers' Tier 3 advantages are to his success. I have no irrefutable data or metric to determine how successful Myers can be with or without using Tier 3. Do you have that kind of irrefutable data? If you do, can you share it with me or us? Is Myers' Tier 3 power helpful? Sure. I'm not denying that Tier 3 could help any player that chooses to play as The Shape (Michael Myers). I'm also not responsible for the community views or opinions about The Wraith, The Legion, or any other "m1" killer seeming "loopable" or having a "useless" power. Those are other peoples' opinions. You may agree with those opinions. Just because they may be popular opinions, that you may agree with, that doesn't mean everyone agrees with those opinions.
I made this post for a specific reason. (It wasn't to discuss The Shape. I haven't been unwilling to discuss The Shape or how a Perk might impact that killer.) I wanted to (and still want to) bring awareness to the fact that there are no Perks that directly counter the Exposed Status Effect. In doing so, I hope the developers might add such a Perk in the future.
Thanks for the reply.
0 -
"I'm not asking for Myers' entire power to be countered. I'm asking for a direct counter to the Exposed Status Effect in the form of a Perk. Said Perk doesn't have to be remotely close to the ideas I've suggested."
If you don't see how this counteracts itself you do not understand Myers as a killer, your reply just smells of survivor who wants loopable M1 killers with no potential instadown. Honestly, even if it did become a thing who wouldn't run this. Because survivors can't cope with being exposed for 1 minute big deal, it's called learning the game and playing smart. I tried to be civil with my replies but the more I read of this the more I realise you don't understand Myers or killers at all. Sorry, but it's becoming the truth. I'm starting to think you've never played Myers or any exposed killer ever. Before anyone starts that killer main garbage I've played survivor a lot more than killer and I intensely dislike this idea because I don't struggle with exposed as a survivor in the first place, survivors don't need more second chances especially against a killer that has to work for his exposed status, the only thing I agree with in this entire thread is letting vigil affect cooldown on broken statuses.
The reason people are talking about Myers is because this perk would kill him, he would be worse than legion and if you don't see that... I don't know what to tell you.
Edit: Please play both sides and said killers that would be impacted by this before suggesting changes, this provides some credibility to a suggested balance change, not trying to be mean, it's just easier to know when someone has experienced both sides of the game, that's where the best opinions on balance come from and a lot of people here exemplify exactly this. There's a difference between watching a Myers play and playing him yourself, the experience.
4 -
"I'm not worried about any killer, stopped playing that awhile ago."
Oh, okay. I was just curious.
"I just don't think we need a perk to soak the status when active and smart play does just as well to limit its influence on the match."
While I do agree that active and smart play does limit the Exposed Status Effect's influence on a match, I don't don't think we shouldn't or couldn't have a Perk soak the Exposed Status Effect every so often.
Thanks for the reply.
0 -
"Or just make vigil affect the Exposed status effects that have visual timers on the survivor side :/"
I like this idea. You must've missed my reply to @Panduh. I hope everyone is following along. I said I'd like to see this change too.
Previous reply: I hope they will consider buffing Vigil one day. It's a Status recovery Perk that doesn't do anything for two of the strongest Status Effects in Dead by Daylight (Broken and Exposed).
Thanks for the reply.
1 -
I'm just guessing here, but I think you meant the Exposed Status Effect (not the Exhausted Status Effect).
I'm not sure if it would be balanced for every survivor in the game to prevent the Exposed Status Effect. New Perks that could prevent the Exposed Status Effect would need to be tested on the PTB. Those new Perks would need to be balanced just like any other new Perks.
Now, if you don't mind, could you tell me your opinion on something? Since you mentioned the Exhaustion Status Effect, let me ask you a few questions.
First, let's go over some facts. The Huntress has two add-ons that cause every Hatchet hit to apply the Exhaustion Status Effect for either 30s or 90s.The Pig has an add-on that applies the Exhaustion Status Effect once a survivor has a Reverse Bear Trap placed on them. The Effect persists until a survivor manages to remove their Reverse Bear Trap. The Clown has an add-on that applies the Exhaustion Status Effect for 30s when a survivor is affected by an Afterpiece Tonic. The Huntress can replenish her Hunting Hatchets by opening any locker. The Clown can replenish his Afterpiece Tonics any time he isn't currently interacting. The Pig is the only killer, of the three, that can't replenish their specific "tool".
With those add-ons, those three killers can potentially disable Exhaustion Perks for the entire duration of a chase. In your opinion, is the ability to disable Exhaustion Perks, more than three times per game, balanced? For this reason (the potential to disable Exhaustion Perks for the entire duration of a chase and/or more than three times per match), I don't understand why having a Perk that only prevents the Exposed Status Effect a limited number of times (per match) couldn't be balanced.
Thanks for the reply.
0 -
All those add-ons need skills to use or are limited ( except clown but he have the lower killing late so that say a lot). What you want is an easy way to play the game without trying to adapt and be better. I am guessing that you play killer mostly for the daily rituals and you know what that it's ok but you can say what the game needs without play the other side at the same level as the other.
0 -
I don't even know if I should be taking the time to reply to this. A huge portion of your post hinges speculation or assumptions. I'd much rather we include some facts when we're debating. Here I go... I'm respectfully replying anyways.
"All those add-ons need skills to use or are limited"
This may be true or factual. I'm not asking for a Perk that doesn't require skill or have limitations...
"... ( except clown but he have the lower killing late so that say a lot)."
I'd argue that The Clown's Add-on/power requires more skill than The Pig's add-on/Reverse Bear Traps that have a similar Effect.
"What you want is an easy way to play the game without trying to adapt and be better."
I've tried to clearly state exactly what it is that I want. I'm sorry, but this isn't it.
"I am guessing that you play killer mostly for the daily rituals and you know what that it's ok..."
Not that this is true, but even if it were, I can agree that it's definitely okay.
"... but you can say what the game needs without play the other side at the same level as the other."
I think you meant, "... but you
cancan't say what the game needs without playing the other side at the same level as the other."You absolutely can give feedback without playing both sides. Your feedback may not be considered valuable to others that have played both sides. In that case, your feedback doesn't automatically become worthless. Other people decide if your feedback is something they agree with or not. Clearly, you don't agree with my feedback, and yes, that is completely okay.
0 -
While I think they are interesting, they are definitely gamebreaking against Michael and the upcoming killer (no spoilers :P), but perhaps it should be more like mettle of man. Using these, I've come up with more fair perks.
----
Perk 1: Paranoia
When on the edge of danger, you become paranoid, heightening your senses.
When suffering from the exposed or mangled status effect, see the killers aura in an 8/12/16 meter radius. You cannot see survivor auras except if they are in the dying state or hooked.
----
Perk 2: Final wishes
Your friends deserve all the protection you can give, even if it means risking your own life.
When you take a hit for a survivor while exposed, Earn 1 token. When you have 3/2/1 tokens, the next time you are hit while exposed, instead of going to the dying state, go to the injured state, unless already injured, and gain the Deep Wound status effect. The perk deactivates after being used.
----
Perk 3: Eyes on me
You refuse to let your friends fall victim to the killer, and go out of your way to make sure you are the killer’s only target.
Whenever a generator is completed, your aura is revealed to the killer for 60/45/30 seconds, and you gain the exposed status effect for 30/20/15 seconds. While your aura is visible, exhaustion is ignored, with the perks that causes it deactivating until this perk deactivates. Gain 20/40/60% more bloodpoints in both the Altruism and the Boldness category.
2 -
While I think they are interesting, they are definitely gamebreaking against Michael and the upcoming killer (no spoilers :P)
To be frank, I wouldn't expect BHVR to use any of our Perks as they've been written. I would expect them to change them, and more importantly, test them internally. Now that I think about it, I'm not sure if they test Perks on the PTB that aren't eventually going live in some way, shape, or form.
Also, I think the upcoming killer (small spoilers if you can successfully read between the lines 😋) gives the community even more reason to request a Perk that can or will directly counter the Exposed Status Effect.
Perk 1: Paranoia
When on the edge of danger, you become paranoid, heightening your senses.
When suffering from the exposed or mangled status effect, see the killers aura in an 8/12/16 meter radius. You cannot see survivor auras except if they are in the dying state or hooked.
I really like this Perk idea. I think it's a fantastic idea that certainly requires more skill from the survivors than the Perks I was able to come up with. The only thing I would change or add is: "Paranoia trumps any of the Killer's stealth abilities." This addition would give it a better chance of actually working in situations where you'd expect it to be countering stealth killers.
Perk 2: Final wishes
Your friends deserve all the protection you can give, even if it means risking your own life.
When you take a hit for a survivor while exposed, Earn 1 token. When you have 3/2/1 tokens, the next time you are hit while exposed, instead of going to the dying state, go to the injured state, unless already injured, and gain the Deep Wound status effect. The perk deactivates after being used.
I'm not overly keen on this Perk idea. It's hard to determine if this Perk would be benefiting anyone. In my opinion, the reason the Mettle of Man Perk (even the new rumored version that requires a protection hit) works is because you're not using up both health states to build stacks/tokens/charges. Perk 2, as currently written, would you require you to intentionally get placed into the dying state (and to some extent, intentionally get hooked using up one your three hooks) so that later on in the match you could prevent one Exposed hit. If you're using up one hook early and delaying/preventing one hook later on, I don't see where you'd be gaining anything (1:1 trade) or be successfully countering the Exposed Status Effect.
Perk 3: Eyes on me
You refuse to let your friends fall victim to the killer, and go out of your way to make sure you are the killer’s only target.
Whenever a generator is completed, your aura is revealed to the killer for 60/45/30 seconds, and you gain the exposed status effect for 30/20/15 seconds. While your aura is visible, exhaustion is ignored, with the perks that causes it deactivating until this perk deactivates. Gain 20/40/60% more bloodpoints in both the Altruism and the Boldness category.
This Perk sounds really cool, but I don't know if it has too many things going on inside of one Perk. If it doesn't have too many, this Perk could set a new standard for Perks going forward.
In a vacuum, where you'd only have this Perk equipped, you wouldn't be benefiting from the ignored Exhaustion Status Effect. In that case, this Perk would function similar to the Object of Obsession Perk, but with the added drawback of being Exposed. Also, you would be unable to see the killer's Aura the way do while using the Object of Obsession Perk. I don't think this Perk would counter Exposed. I'm not sure that this Perk would be stronger than or even equal to the Object of Obsession Perk.
While I don't think that adding more opportunities to gain blood points is a bad thing, I'm not a huge fan of adding those opportunities in the form of Perks. I'd much rather see a change to scoring events or other baseline changes that would affect every player. I feel that tacking these bonus blood point effects onto Perks artificially inflates their usefulness. I certainly don't think we need any more Barbecue and Chili/We're Gonna Live Forever styled Perks. I'm hoping for a more broad change that every single player could benefit from.
Thanks for the reply.
0 -
"I'm not asking for Myers' entire power to be countered. I'm asking for a direct counter to the Exposed Status Effect in the form of a Perk. Said Perk doesn't have to be remotely close to the ideas I've suggested."
If you don't see how this counteracts itself you do not understand Myers as a killer...
I don't how to explain it in a way that you'd understand, but I've certainly tried using facts to explain why Myers' power doesn't consist only of the Exposed Status Effect. I've outlined what each Tier of Myers' power does (in other posts/replies in this thread). Two, out of three Tiers, do not give Myers access to the Exposed Status Effect. If you can't accept facts, we can't have a discuss based in reality.
... your reply just smells of survivor who wants loopable M1 killers with no potential instadown. Honestly, even if it did become a thing who wouldn't run this. Because survivors can't cope with being exposed for 1 minute big deal, it's called learning the game and playing smart.
You're entitled to your own opinions. I think there would be quite a few players that wouldn't use a Perk that counters the Exposed Status Effect. You've included a reason why I think they wouldn't use the Perk. Some players might decide, that by playing smart, they could reduce the need to counter a specific Status Effect or killer Perk.
I tried to be civil with my replies but the more I read of this the more I realise you don't understand Myers or killers at all. Sorry, but it's becoming the truth. I'm starting to think you've never played Myers or any exposed killer ever.
I'm happy to hear about your efforts to keep your replies civil. Thinking that I don't understand killers at all, including Myers, may be your truth. That doesn't make it the truth. You can think whatever you'd like. That still doesn't automatically make it true.
Before anyone starts that killer main garbage I've played survivor a lot more than killer and I intensely dislike this idea because I don't struggle with exposed as a survivor in the first place, survivors don't need more second chances especially against a killer that has to work for his exposed status
I hate when this happens. I don't want people to feel like they have to preemptively defend themselves, verbally, before they've even been attacked. #BeKindToPreventFutureTraumaDrama 😥 You may not struggle with the Exposed Status Effect, but that doesn't mean we couldn't or shouldn't have a Perk that directly counters the Exposed Status Effect.
The reason people are talking about Myers is because this perk would
killnerf him, he would be worse than legion and if you don't see that... I don't know what to tell you.I not worried about one killer being stronger or weaker than another. That's a pretty broad topic that would require using many statistics that we don't even have access to. I'm not currently willing to go down that dead end. I'm currently trying to discuss Perks that would counter the Exposed Status Effect. Also, you don't have to tell me anything you don't feel compelled to.
Please play both sides and said killers that would be impacted by this before suggesting changes, this provides some credibility to a suggested balance change, not trying to be mean, it's just easier to know when someone has experienced both sides of the game, that's where the best opinions on balance come from and a lot of people here exemplify exactly this. There's a difference between watching a Myers play and playing him yourself, the experience.
Goodness... I guess I gave you the impression that I haven't played killers before. Think what you want. Thinking something doesn't make it true. I can see why you'd deem my opinion less credible if you made the assumption that I haven't played any killers. It's not my responsibility to prevent you from making any assumptions, but I wish you wouldn't dismiss someone's suggestions based on information you don't currently know. If I were to lack experience playing as killers, which may or may not be true, that shouldn't stop me from making suggestions as they relate to survivors. The fact that I've played Dead by Daylight (as a killer, as a survivor, or as both) is the only thing you can be sure of. Rest assured, I certainly wouldn't be posting on a forum for a game I don't even play.
😄🤨🤢🤮
0 -
Sorry you got offended by my responses but literally 90% of the people on this thread have told you why this is a bad idea, the person above gave better counters and suggestions than your simple MoM-esque one. It suggested to me that you do not play both sides (enough) if you think that a tier 2 limited Myers is viable and believing not everyone would run this perk (honestly play this - a tier 1/2 only Myers- for me at red ranks I dare you, tell me it's fun and viable). Someone can play one killer at rank 20 for one match and claim they play both sides. A new perk shouldn't completely gut an already fairly balanced killer, that's just logic. That's why MoMs being changed, because half the roster of killers are M1 killers and MoM hurts them for playing the best they can (because, wait for it, it can be abused).
Yours would do the same, a Myers works to get to tier 3, too bad get rekt noob gg ez bc I have a perk that rewards me for my mistakes. You need to consider all things when suggesting a balance changing thing such as this. How will it effect every aspect of the game and how will it be abused. Survivors shouldn't be rewarded for bad plays, I don't have a problem with exposed because I learned how to play the game by losing to exposed sometimes, adapting my strategy and moving on, getting better as a survivor, rely on a crutch perk like this and you'll never get better.
0 -
There is no way to directly counter Exposed status via perks, only proactive counters:
- Not being found - proactively passive counter to Exposed status
- Not being hit - proactive counter to Exposed status
- Juke Killer - proactive counter to Exposed status
- Don't do Hex Totems - proactive counter to one type of Exposed status
- Don't rescue others from hooks - Proactive counter to one type of Exposed status
4 -
Sorry you got offended by my responses but literally 90% of the people on this thread have told you why this is a bad idea, the person above gave better counters and suggestions than your simple MoM-esque one.
I'm not offended by your responses. I'm worried. It's concerning when other people refuse to recognize facts. When you base your argument on something you can't prove, it doesn't hold as much weight. I'm not suggesting you can't make said argument. You can definitely try. Just don't expect the other person to validate your point. The number and or percentage of people that agree or disagree with my posts is irrelevant. I'm just sharing my suggestions. I'm not seeking validation. I'm trying to bring awareness to the lack of Perks that directly counter the Exposed Status Effect (Ex. A survivor Perk that, at the very least, mentions the Exposed Status Effect).
It suggested to me that you do not play both sides (enough)
Who told you this? Where are you getting this information? Are you still jumping to conclusions? 🤨
if you think that a tier 2 limited Myers is viable
I don't think either of us knows if a Tier 2 Myers is, without a doubt, viable. I'd imagine he would be just as viable as those other m1 killers you mentioned. He might even be more viable than some of the m1 killers due to his reduced Terror Radius and faster vaulting speed in Tier 2.
and believing not everyone would run this perk
I don't believe everyone would run such a Perk. I don't believe >50% of survivors would run such a Perk.
play this - a tier 1/2 only Myers- for me at red ranks I dare you, tell me it's fun and viable).
I won't fulfill your request. I won't tell you if Myers is fun (at red ranks). I can't tell you if Myers is viable.
Someone can play one killer at rank 20 for one match and claim they play both sides.
Yes, they could. Provided they had also played survivor at least one time, at rank 20, they wouldn't be lying if they said they'd played both sides.
A new perk shouldn't completely gut an already fairly balanced killer, that's just logic.
We don't know if Myers is considered balanced. Assuming that Myers is completely balanced (never going to be subjected to future balanced changes) is illogical.
That's why MoMs being changed, because half the roster of killers are M1 killers and MoM hurts them for playing the best they can (because, wait for it, it can be abused).
Are players abusing a Perk if it's working as intended (final draft before going live)?
Yours would do the same, a Myers works to get to tier 3, too bad get rekt noob gg ez bc I have a perk that rewards me for my mistakes.
If the Perk rewards mistakes, they could change it. It was just an idea. The Perk doesn't have to do exactly what I wrote.
You need to consider all things when suggesting a balance changing thing such as this. How will it effect every aspect of the game and how will it be abused.
You didn't consider facts about Myers' power. I don't need to consider how a Perk would be abused. I don't work for BHVR. We can still discuss how a Perk might be abused. You've certainly brought some of those ways to my attention.
Survivors shouldn't be rewarded for bad plays, I don't have a problem with exposed because I learned how to play the game by losing to exposed sometimes, adapting my strategy and moving on, getting better as a survivor, rely on a crutch perk like this and you'll never get better.
I agree that survivors shouldn't be rewarded for bad plays. I don't think using or benefiting from a Perk is considered "bad play". I think it'd be quite the opposite (good). Relying on a crutch Perk can absolutely help you get better as a survivor. After gaining more experience you might find you don't need such a Perk. If you don't feel the need to use a Perk anymore, wait for it, you could equip another Perk instead.
0 -
> I don't think this Perk would counter Exposed. I'm not sure that this Perk would be stronger than or even equal to the Object of Obsession Perk.
@List_of_concerns The point isn'nt meant to be a proper counter to it, but rather become the target of the killer, thus keeping other people hidden and safe while you (hopefully someone good at chases) use the perk to draw the attention of the killer, utilizing the exposed perk in your favor as a bait.
0 -
-Deleting in favour of the below response-
Post edited by Kiskashi on0 -
Also @List_of_concerns please refer to this ^^^^ it will help improve your experience against exposed perks and statuses
0 -
Okay going to give this another shot after I got over the initial disbelief of the response....
I'm not offended by your responses. I'm worried. It's concerning when other people refuse to recognize facts. When you base your argument on something you can't prove, it doesn't hold as much weight. I'm not suggesting you can't make said argument. You can definitely try. Just don't expect the other person to validate your point. The number and or percentage of people that agree or disagree with my posts is irrelevant. I'm just sharing my suggestions. I'm not seeking validation. I'm trying to bring awareness to the lack of Perks that directly counter the Exposed Status Effect (Ex. A survivor Perk that, at the very least, mentions the Exposed Status Effect).
Not going to comment on this facts thing....
I don't think either of us knows if a Tier 2 Myers is, without a doubt, viable. I'd imagine he would be just as viable as those other m1 killers you mentioned. He might even be more viable than some of the m1 killers due to his reduced Terror Radius and faster vaulting speed in Tier 2.
I play as him regularly and see others play as him regularly, I think I’d stand a chance at knowing... you know Freddy and wraith etc can reduce their TR and increase vaulting too? Doesn’t make them viable.
I don't believe everyone would run such a Perk. I don't believe >50% of survivors would run such a Perk. I won't fulfill your request. I won't tell you if Myers is fun (at red ranks). I can't tell you if Myers is viable.
Tell that to the adrenaline, MoM, DS, DH meta, your perk would love those. I don’t really need you to but it’s funny you keep asking me for proof yet have none of your own
Yes, they could. Provided they had also played survivor at least one time, at rank 20, they wouldn't be lying if they said they'd played both sides.
Hmm, that wouldn’t mean they have a good idea of what constitutes balance though only what they find unfair due to lack of experience....
We don't know if Myers is considered balanced. Assuming that Myers is completely balanced (never going to be subjected to future balanced changes) is illogical.
Look up some threads on the most balanced killers, plus I said “fairly”
Are players abusing a Perk if it's working as intended (final draft before going live)?
Hmm I wonder if MoMs getting abused... even if you say this perk would help people who struggle with exposed perks what’s stopping the toxic pro SWF squads abusing it to render a killers exposed perks/power useless
If the Perk rewards mistakes, they could change it. It was just an idea. The Perk doesn't have to do exactly what I wrote.
This is why I am voicing objections and pointing out flaws, most take these into account and edit/tweak their idea. I’m not here to fight you, just saying your perk, as is, is not balanced and needs requirements to balance it as the earlier person suggested in theirs, OP perks must have a downside or caveat otherwise it is rewarding bad play and opening it to abuse
You didn't consider facts about Myers' power. I don't need to consider how a Perk would be abused. I don't work for BHVR. We can still discuss how a Perk might be abused. You've certainly brought some of those ways to my attention.
I play Myers as one of my most played killers (70% of my playtime as killer) saying I don’t understand is what I find insulting especially when all you’ve said above hints that you haven’t played him, hence I did respond in a negative way. He does spend a lot of time in tier 2 yes, he does have a small TR yes, but he is susceptible to looping like any M1 killer at tier 2. Tier 3 gives him that extra edge and does make him viable against good survivors because it can be used in a number or ways, strategically, saying he should be good with tier 2 might be true but he won’t be viable, you will be lowering his ability with a SINGLE perk, not even considering combos, it would make using tier 3 not even worth it if the perk is a popular choice because survivors can use it without downsides and Myers who takes effort to get to tier 3 would find this doesn’t matter anymore and would essentially lose his effectiveness
I agree that survivors shouldn't be rewarded for bad plays. I don't think using or benefiting from a Perk is considered "bad play". I think it'd be quite the opposite (good). Relying on a crutch Perk can absolutely help you get better as a survivor. After gaining more experience you might find you don't need such a Perk. If you don't feel the need to use a Perk anymore, wait for it, you could equip another Perk instead.
It would be, as above it has no real downsides, and therefore no balance, even adrenaline requires all gens to be completed... So you’re fine with new killers running NOED as a crutch until they get better, good to know. Still won’t stop toxic squads from abusing what you’re intending as a new survivor perk, akin to the “balancing around rank 20 argument”
Sorry about my response above, I just don’t get how you’re saying I’m the one who doesn’t understand Myers power, when I’ve played him for a long time, ew3 is a key part of his kit and pressure, it’s what defines him from M1 killers, he’s not billy/spirit/nurse tier but this ability gives him a chance against co-ordinated groups better than a wraith, plague or legion could handle it at high ranks. (Not to say there aren’t some extremely skilled people with these killers, it’s relative) This perk would mean survivor gets a no downside extra chance and the killer has to chase again, meanwhile he’s losing pressure on everything else.
1 -
Lol. The new killer should be more reason to want exposed counters.
Yeah, then they can charge up their power that will then do absolutely nothing, effectively just wasting all the time they spent charging it. What a fun and interactive game that would be.
Also I think you seriously miss the point of how reliant Michael is on specific add ons and builds to make decent use of Tier 1 and 2. Tier 2 is almost never the focus of a build because it's essentially any M1 killer with a lower terror radius. T1 is guaranteed a hinderance and drawback if you aren't using his T1 mirror. Point is, if you add a perk that just braindead counters exposed, Michael basically dies. Either you can ONLY play him when you have "very rare" add ons, and only one specific build works, or you go into a match, reach the point where your power is a POWER, an actual spike in what you can do, and basically become a joke as every survivor just ignores the whole point of it.
You clearly have very little understanding of how a killer like Michael works, your replies that basically just say "lol don't go tier 3, tier 2 is still good enough as a power" show this BLATANTLY.
Also holy hell is this thread hard to read with the walls of spam quoting.
1