Dead by Daylight

Dead by Daylight

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Orlag Mar 12, 2024 @ 10:07am
Incantations suck, remove the perk
Now people do even less gens, wow what an idea to put into the game.
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Showing 16-25 of 25 comments
Lovely Mar 12, 2024 @ 6:10pm 
Originally posted by Zelgadis:
But I thought survivors didn't like holding m1 on a gen for all game?

now they get to hold m1 in the basement and make the game harder for themself/teammates. Truly a blessing.
Mors_Indecepta Mar 12, 2024 @ 7:14pm 
Originally posted by Ms Hangwire:
Its the new Boons. They got nerfed out of existence.
So, get ready for the next year to be DLC with more of it on new characters.
Nerfed out of existence?
Circle of Healing and Shadowstep both pop up semi-regularly in my matches.
Whisper The Wolf Mar 12, 2024 @ 10:38pm 
Perk's fine as is, if a little weak due to the buff to it's main effect (Permanently removing 10 charges off gens instead of putting 15 charges into gens, which can be regressed.)

It can stack with Brand New Parts, so that's a scary concept the devs didn't want to be oppressive.

The main limiter here is time and only one incantation per lobby. (It can only be proc'd once before disabling the perk for all players.)


It feels like it was made to address 3 gens when we already have a basegame fix for that now with the whole anti-kick after x amount.

Hopefully they add a new Incantation to show us what they're planning with them, and maybe they consider improving Teamwork perks while they're at it to improve their QOL and utility.
Trash_Jackson TTV (Banned) Mar 13, 2024 @ 2:02am 
I really dislike the perk because it has resulted in me losing several games because someone spends 2 minutes not doing gens, and then they don't do gens afterwards because they're afraid of getting downed because of being broken. It's only been one day, but I have yet to see this perk result in any type of clutch, and really just hurts the team.
Pepino Cosmico (Banned) Mar 13, 2024 @ 2:10am 
'Invocation: Weaving Spiders' has replaced 'Self Healing' as the best killer perk. Two hole minutes of a survivor hiding in the basement, not doing the objective, to apply what basically equals to a 'brand new part' to all gens in the map. The amount of time that requires, is more than double than if you were to fisically repair said generators for the equivalent of a brand new part. It is a ridiculous waste of time, and gives survivors (specially solo q-ers) another reason to avoid their main objective (and it even leaves you broken for the remainder of the trial, which absolutly BLOWS MY MIND). Combined with her other two perks, survivors have no incentive to leave the basement, which further delays trials unnecesarily.
The Jackal Mar 16, 2024 @ 3:26pm 
Originally posted by ENIGMA:
Invocation not Incantation

They should have left it at 15 charges and not 10 since you get broken for the rest of the game, it could actually balance out the game since killers are always way too strong and can easily check on the last 2+ gens remaining
Killers are way too strong? Survivor main is showing bud. 15 would be too much for a permanent reduction from gens. Instead, just be smart and use it when the killer is busy. People keep trying to use it right away and get found either during or shortly after and then don't get why they're being punished for it. I do think being broken the whole match is a bit much though, to be fair.
Visser Three Mar 16, 2024 @ 6:23pm 
Originally posted by Scraps:
Originally posted by ENIGMA:
Invocation not Incantation

They should have left it at 15 charges and not 10 since you get broken for the rest of the game, it could actually balance out the game since killers are always way too strong and can easily check on the last 2+ gens remaining
Killers are way too strong? Survivor main is showing bud. 15 would be too much for a permanent reduction from gens. Instead, just be smart and use it when the killer is busy. People keep trying to use it right away and get found either during or shortly after and then don't get why they're being punished for it. I do think being broken the whole match is a bit much though, to be fair.
I think the 15 point is if you're going to be broken the whole match.

I might say make it, like... 10/11/12?
Visser Three Mar 16, 2024 @ 6:27pm 
Originally posted by Pepino Cósmico:
'Invocation: Weaving Spiders' has replaced 'Self Healing' as the best killer perk. Two hole minutes of a survivor hiding in the basement, not doing the objective, to apply what basically equals to a 'brand new part' to all gens in the map. The amount of time that requires, is more than double than if you were to fisically repair said generators for the equivalent of a brand new part. It is a ridiculous waste of time, and gives survivors (specially solo q-ers) another reason to avoid their main objective (and it even leaves you broken for the remainder of the trial, which absolutly BLOWS MY MIND). Combined with her other two perks, survivors have no incentive to leave the basement, which further delays trials unnecesarily.
You know instead of complaining about the guy not doing the gens, you can also run down and help out with the invocation. It's a pretty big time buff.

Personally I think that the invocation works almost better as a mindgame than an actual perk. Run Sable with No Mither, Spiders, Tenacity, and Resilience. Make a few runs towards the basement when you think the killer's watching, start crawling in that direction if you're downed near it, and then let the killer keep thinking they need to check down there while you do the gens.

Then of course if they DON'T start checking when they see that, well, that sounds like the sort of thing where you can easily get two minutes in the basement in exchange for several BNPs. Threw a Leon grenade at the floor near the circle once, left a very suspicious looking empty toolbox next to the crate, then skipped out of the basement before the killer got there, and he got all spooked and would barely leave the shack.
Last edited by Visser Three; Mar 16, 2024 @ 6:33pm
MadBovine42 Mar 17, 2024 @ 11:20am 
A way to make it actually worthwhile would be instead of taking 10 charges off each generator, have a pool of like say 90 charges that get removed, but split them up equally among all active gens, so using it immediately is bad, but if you are down to 3 or 4 gens left on the map, suddenly it becomes a good choice and helps against a 3-gen situation. For instance, beginning of the game with no gens finished it takes off around 10 charges per gen, but if you do it with just 1 gen left to repair to open the gates it would take 30 charges off the 3 remaining.
Visser Three Mar 18, 2024 @ 6:05am 
Originally posted by MadBovine42:
A way to make it actually worthwhile would be instead of taking 10 charges off each generator, have a pool of like say 90 charges that get removed, but split them up equally among all active gens, so using it immediately is bad, but if you are down to 3 or 4 gens left on the map, suddenly it becomes a good choice and helps against a 3-gen situation. For instance, beginning of the game with no gens finished it takes off around 10 charges per gen, but if you do it with just 1 gen left to repair to open the gates it would take 30 charges off the 3 remaining.
Oh, making it a 3-gen counter would be a good idea. That might be a bit OP in numbers but like, that would make it a thing to pull 3-genning killers away from their targets.

It also gets to what I think is one of its biggest challenges. You want the killer to be thinking about other things... Btu that means they need to get into a groove... Which means time has passed... Which means it becomes less useful. The points in the game you're most likely to succeed with it are also the ones where you're least likely to help the team. Meanwhile, if it didn't reduce the number of charges it spread, then that wouldn't be an issue.

I maintain the circle shouldn't appear on the ground if it hasn't been done yet, though.
Last edited by Visser Three; Mar 18, 2024 @ 6:22am
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Date Posted: Mar 12, 2024 @ 10:07am
Posts: 25