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Vigil is a transformative perk that vastly changes how both sides can play the game, it's also a scoutable perk that requires game sense, knowledge and nuance to detect in any meaningful and actionable capacity.
Bloodrush is nice too but less so.
DBD is more than micro interactions. Macro, interactions with game state and shifting, distorting and twisting wincons is equally important.
"Vastly Changes how both sides can play the game"
By that, you mean they gain the ability to counter almost half the killer perks by using a perk that doesn't tell you that it exists, while the survivor gets only upsides, and only until a timer seems off that the killer lets out the big sigh and says, "Oh great, Vigil".
Even with just removing Exhaustion and Expose, like I said, it's still going to ruin add-ons and perks that use Blindness, Mangle, Broken, etc. Granted, those mechanics are annoying when a whole perk is built around it, but there shouldn't be a perk on either side that completely shuts down interactions for no counter play, without it either being heavily restricted (Blood Favor) or a hard-to-obtain requirement (Mettle of Man, Debatable tho).
No, I do not mean it counters almost half of the killer's perks. I mean it mitigates some of the killer's perks. You're misinterpreting the word counter and you're making a dishonest assertation.
and yes, it does tell you it exists if you pay attention. This is asking you to have a little bit of game knowledge and a sense of in game clock (Read: Skill) I not only scout vigil in my own games, but I can even scout multiple vigils and sometimes which survivors stacked the perk, in real time while playing. why can't you?
Do you know what you are talking about?
you really have no excuse
This. They already gutted Distortion into uselessness. I never had either perk but Vigil’s buff was deserved (as was Wake Up!-though that buff didn’t even make it out of the PTB), instead the devs also nerfed it into uselessness for anyone but 4 man comp SWFs.
Out of all the ways to own the original suggestion this isn't one of them.
Vigil stacks, it's not a strict 40%.
I escape 9/10 solo queue games
I rarely find a lobby where I feel like it matters what killer I play or that I need perks of any kind (or any perks at all) to win.
my most common result is a 4k5.
I use Vigil sprint burst sometimes and have SB availiable for every prerun as a solo player
Once you've scouted Vigil it still makes it unhealthy, regardless. Once you know it's in play, sure, you can calculate how much it'll mitigate some perks, but the real thing depends on your build, and how unhealthy it'll be. Take Friends till the end vigil makes the expose part unusable, but you still get the aura reading and can instantly take chase, Haunted Grounds isn't as lucky it only exists to give a 60 second punishment which is not mitigated by existing, Keep in mind the example I was using in the title of the discussion was around about the end part of the game, 2 gens left, 9 hooks, and I didn't know Vigil was in play as the survivor didn't have it the rat of the team did and I got punished for a perk that I didn't know was in play, how is that healthy?
The issue with the perk isn't "oh I've scouted it out, I know that they'll have 16 second sprint burst, etc." It's the simple, basic fact of "Oh great, I now have way less value in my perks because one survivor", that's not healthy. Sure, you can use your in-game skill to know if perks are still in play. I know how long the uncloak bonus is on wraith and play around that on builds using blind warrior but asking every single person to just know that is poor perk design.
We can argue on in-game skill, and sure, being knowledgeable on how perks change the game is good and helps, but asking everyone to just know that VIgil exists and will almost cut your build's status effects in half is silly and you can't change my mind on that I'm sorry.
But I'm thankful for your point of view as I do think there is an inherent skill part of it but I still don't think it makes the perk healthy.