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Exposed Status Effect isn't directly countered by Perks

List_of_concernsList_of_concerns Member Posts: 81
edited June 2 in Feedback and Suggestions

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

Post edited by List_of_concerns on
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Comments

  • List_of_concernsList_of_concerns Member Posts: 81

    @Zagrid

    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.

  • anarchy753anarchy753 Member Posts: 917

    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 [BAD WORD] 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."

  • List_of_concernsList_of_concerns Member Posts: 81

    @anarchy753

    "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 [BAD WORD] 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.

  • List_of_concernsList_of_concerns Member Posts: 81


    @anarchy753

    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.

  • Boosted_DwightBoosted_Dwight Member Posts: 1,222

    This would murder Michael and basically delete his power if a survivor uses it.

  • List_of_concernsList_of_concerns Member Posts: 81

    @anarchy753

    "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.

  • List_of_concernsList_of_concerns Member Posts: 81
    edited May 26

    @Boosted_Dwight

    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.

  • List_of_concernsList_of_concerns Member Posts: 81


    @DarkGGhost

    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.

  • LastShoeLastShoe Member Posts: 460

    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.

  • List_of_concernsList_of_concerns Member Posts: 81

    @Boosted_Dwight

    "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 destroyed countered. 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.

  • DarkGGhostDarkGGhost Member Posts: 992

    You can only hit them with m1 so eat the loops and lose to most survivors with 2 cell brains

  • PanduhPanduh Member Posts: 50

    *Longingly sighs at the thought of Vigil including exposed timers like MYC, H:HG, IM*

  • List_of_concernsList_of_concerns Member Posts: 81

    @DarkGGhost

    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.

  • List_of_concernsList_of_concerns Member Posts: 81

    @Panduh

    To be clear, are you for or against buffing Vigil to include the Exposed Status Effect timers?

    Thanks for the reply.

  • ReikoMoriReikoMori Member Posts: 1,217

    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.

  • KiskashiKiskashi Member Posts: 1,038
    edited May 27

    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

  • List_of_concernsList_of_concerns Member Posts: 81

    @Panduh

    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.

  • DemonDaddyDemonDaddy Member Posts: 1,486

    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.

  • List_of_concernsList_of_concerns Member Posts: 81

    @ReikoMori

    "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.

  • List_of_concernsList_of_concerns Member Posts: 81
    edited May 27

    @Kiskashi

    "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.

  • List_of_concernsList_of_concerns Member Posts: 81

    @DemonDaddy

    "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.

  • KiskashiKiskashi Member Posts: 1,038
    edited May 27

    @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.

  • DemonDaddyDemonDaddy Member Posts: 1,486

    @List_of_concerns

    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.

  • Luigifan64Luigifan64 Member Posts: 544

    Or just make vigil affect the Exposed status effects that have visual timers on the survivor side :/

  • DarkGGhostDarkGGhost Member Posts: 992

    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 ?

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