http://dbd.game/killswitch
Why no diversion charge while beeing chased?
I'm someone who gets chased a lot, so this perk is getting used 1 time at best. Why not allowing to charge it during a chase? Diversion is nowhere near strong, even with that change it would be a mid tier perk at best.
Comments
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I dunno, but it would make the perk more useful
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Heck, I'd be okay with it just ditching the "charge in TR" altogether and just having it run on a straightforward cooldown.
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For the same reason that Stake Out doesn't charge when in a chase. It rewards not being sloppy around the killer. It rewards good stealth play.
It's very strong against new killers and ones that don't expect it.
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And why shouldn't it reward good chase play?
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Because there are other options already for good chase play. You get BPs and all exhaustion perks already help in a chase.
As a survivor, you're not meant to get into chases. The whole point is to escape, and killers will catch you during a chase (unless they're new or potatoes...). You shouldn't get a reward for getting caught out by a killer.
Diversion does need a buff though, but I wouldn't be the one to come up with it.
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Sorry but this is bs now. I don't agree at all with what you say.
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It's BS? In what way? If you want to discuss something, expect people to disagree and provide answers as to why they disagree.
I'm also taking the lore into account when I say survivors aren't supposed to be in a chase. Your chances of escaping increases by stealthing around killers instead of running around them in a chase. But hey, I'm just a Rank 4 killer, what do I know?
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Anything that buffs this perk would be welcome. I'd rather have the time you have to stay in the killers terror radius decreased. I do like that it rewards stealthy play. I would also love if it made a sound notification right on a generator when aiming at that generator.
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I think the main reason they don't do this is so people don't spam it every time it's off cooldown.
it definitely doesn't need the stakeout treatment of no charge in a chase though. It's not even that crazy useful
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Yeah this is BS because you get better ranking for extended chases and running the killer around. It's literally part of the emblem system.
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You get more points in chaser for ending chases faser, not prolonging them. You also get more points for remaining hidden near the killer than being chased by the killer (Note, I'm not referring to BPs, those are effected differently).
You get 2.2 points per second if you remain hidden within 20 m of the killer. (It becomes greater the closer you get). Multiply that by 60 seconds and you get 132 points for stealthing near a killer (this counts with camping killers and their TR doesn't effect this).
Being chased awards 1 point per second (within 5 meters, it increases by 120%) multiply that by a 60 seconds and you get 60 points per minute being chased.
To get an iridescent Emblem for evader, the relevant emblem, you will need 880 points total. You would need to be hidden for 6 minutes. For the same in a chase you need to be chase for 14 minutes total. This does not include pallet stuns, which there should be at least 4 per person, which shortens the time to 11 minutes total.
It is better overall for pipping to be a stealthy survivor than a chase happy survivor.
So, in essence, you are not rewarded for being in a chase. The game does not incentivise chases. So no perk should incentivise a chase, even a minor one like Diversion. What I would do is buff Diversion in a different way, but that's it.
If you dispute the numbers, I got them from here: https://deadbydaylight.gamepedia.com/Emblems
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Except that's the reason why Diversion is weak. Its supposed to distract the killer but it can also confuse them during a chase. Now the problem is that it only works once or twice because being in the terror radius for 45 seconds is just too long for an effect that might not work on a good killer since they can tell its a fluke pretty quickly. Now Stake Out's way of activation is fine since it's for gens and not meant for chases or distracting the killer therefore they're not a good comparison.
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Wait, what? Do you really expect the survivors to play hide and seek for the entire game? One of them are going to get caught eventually so punishing them for it is just stupid and it won't get any gens done fast enough. Plus, imagine if all 4 survivors played immersive throughout an entire game. That sh*t would take forever. I don't see how survivors are getting rewarded for surviving the killer because they're just trying to live and nothing else. Just because it says it in the lore doesn't mean it applies to the gameplay of DBD. You should already know this as a rank 4 killer, which is why people are calling you out on your bs.
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No. I'm just saying that survivors shouldn't complain if they don't get as many emblem points for a chase than hiding. They also shouldn't complain that there aren't any perks that charge during a chase.
The original point is that, no, chases aren't incentivised, since they claimed they were.
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I just wish it weren't 45 seconds takes to long
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Nobodies complaining about emblem points in a chase nor are they complaining about a perk that charges during chases don't exist.
It doesn't really matter if it rewards you for good chase play. If it's a good buff to the perk, which others and I think it is, then it's fine. Keep in mind, exhaustion perks technically reward you for being in a situation where you would've gotten hit, which is why we don't see a problem with this buff.
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diversion definitely needs some kind of buff... stealthplay for survivors is a bit of a joke right now
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Also the reason why stake out does that is it gives you great skill checks at a cost of a token
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You can't exactly spam it if it goes on cooldown every time your use it once.
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