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Can fixation get its uninjured requirement removed?

Love this perk but I feel the uninjured requirement really holds this perk back. It's very useful for maneuverig without making scratch marks and would be very useful when you're injured.

If nothing else maybe it could still work while injured but to a lesser degree. Like a 12% speed bonus.

Comments

  • Ihatelife
    Ihatelife Member Posts: 5,069

    Amazing <3

    Why this requirment was added btw? What is the purpose ot this?

  • Rydog
    Rydog Member Posts: 3,275

    I tried out Fixated a few times, and I found it to be pretty underwhelming.

  • Carlosylu
    Carlosylu Member Posts: 2,948

    I'm actually in love with this perk and I run it more than UE, I don't mind (thinking as a killer) that it doesn't work whyle being injured, that way the survivor needs to be extra careful for him not to be spotted, also think that it is like a must to be played alongside Inner Strenght, you know? You fail at being stealthy, you get chased, you're injured, you get away, you enter a locker, you heal, there you go, Fixation works again. It's a challenge for the killer to spot players using it and it's a challenge for survivors to remain stealthy in order to keep using it.

    BTW... Use it with Lightweight, Smallgame/Quickandquiet and Inner Strenght,you're unspottable if you're a good runner.

  • Captain_Spaulding
    Captain_Spaulding Member Posts: 587

    Can't both sides be happy?

  • Devil_hit11
    Devil_hit11 Member Posts: 8,809

    the perk is made for sprint burst users. so anyone who uses sprint burst can use the perk. I tried to go back to using sprint burst, but i don't know, i can't really go back to using it over dead hard because walking feels like wasting of time. with healing condition, your forcing people to also use self-care and self-care is very slow healing, so people try pair it up with perks like resilience and botany knowledge to heal faster, but it just isn't worth it. that perk is huge traphole. If the healing condition was removed, people could use it with iron will, but it wouldn't be unfair because killer can still track your blood trail. It would only be good vs spirit because you could potentially Juke better, but as it is right now, it has no potential.

  • Jakojo
    Jakojo Member Posts: 214
    edited September 2019

    Agreed, often times in my games people will commit to gens and then SB away--it would be nice if Mindbreaker countered that.

  • Madjura
    Madjura Member Posts: 2,464

    I think this is a bad policy when it comes to balancing.

    There are perks in the game that have been there for a long time and have never been good (Monstrous Shrine, Slippy Meat which was buffed and is still awful). Instead of making new perks that immediately go on the pile of weak perks you should aim to make perks usable when they come out, not at some unspecified time in the future.

    Balance changes have always been slow and I see no reason to believe that the pace is going to increase signifcantly in the future. The more bad perks there are, the less likely it becomes that a certain perk gets buffed because there is only so much time for changes between releases.

    I find it highly unlikely that Fixation would break the game's balance if it worked when injured. Survivors still bleed while injured, unless they have No Mither, and still make sounds while injured, unless they run Iron Will. If survivors use multiple perks to support Fixation then they should get a strong synergy. If Fixation somehow became a meta perk it would be very easy to counter with something like Bloodhound, or alternatively even just following the blood normally.

    As it is right now I don't think it will see play. Which might cause it to get a buff, but then the development time that is spent on buffing Fixation is not spent on an older perk that has been awful for far longer and needs changes too.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867

    Agreed. Similar to Mindbreaker for Demo. Useful vs gen tap when survivors try while being chased, but very situational.

  • Kimura
    Kimura Member Posts: 40

    One way I feel like mindbreaker could be useful is to have it affect a area around the gen, bump the requirement up to 75%, that way they still have to work on the gen for a little while, and if you interrupt them, that radius around the gen keeps them exhausted so they can't SB away. I've played against mindbreaker and it just seems to be so minute, work on a gen for a 40 seconds, its a non problem, and then if demo comes just run away because you're not exhausted anymore. Maybe buff it that when working on a gen, no matter the percentage, exhaustion doesn't recover. Just my two cents.

  • Mr_K
    Mr_K Member Posts: 9,225

    @TheHoodedOne

    Invasion of the Body Snatchers

  • Hoodied
    Hoodied Member Posts: 13,020

    Thanks, made that picture my background so now when I log in I just see that

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 1,304

    It does feel like they just refuse to learn from the past, hard to think its been 3 and a bit years, and stuff on console is more broken than ever, on an engine which has been refined and plenty of resources to help someone fix the problems they are having, I wonder if alot of the team barely has any passion for horror and is just there for money.


    there is no excuse with how much funding they must get for the game to be this unpolished and broken