Dan7e_DMC Players 87 posts 18,663 battles Report post #1 Posted January 24, 2021 I think the deadeye skill for BBs should be changed slightly. Rather than gaining a buff if ships are outside your setection range, the buff should come from having visible ships inside your detection range. It makes far more sense, the closer you are, the more accurate. 7 Share this post Link to post Share on other sites
[R7S] Wulf_Ace Players 2,179 posts 12,310 battles Report post #2 Posted January 24, 2021 1 hour ago, HMCS_Halifax said: I think the deadeye skill for BBs should be changed slightly. Rather than gaining a buff if ships are outside your setection range, the buff should come from having visible ships inside your detection range. It makes far more sense, the closer you are, the more accurate. you are searching for logic in wargaming games... 16 Share this post Link to post Share on other sites
Dan7e_DMC Players 87 posts 18,663 battles Report post #3 Posted January 24, 2021 20 minutes ago, Wulf_Ace said: you are searching for logic in wargaming games... I just think it would make the skill more interesting instead of promoting the campy BS that has been plaguing the game for far too long when it comes to BBs. It could also make the skill viable on other ships as well. 1 Share this post Link to post Share on other sites
[R3B3L] HystericalAccuracy Players 1,505 posts 40,428 battles Report post #4 Posted January 24, 2021 2 hours ago, HMCS_Halifax said: the deadeye skill for BBs should be changed removed There. 4 1 Share this post Link to post Share on other sites
[RRVK] ScruffyNoob Players 70 posts 22,702 battles Report post #5 Posted January 24, 2021 I agree that a tweak (or removal) of Deadeye is warranted. How about a 50% (or maybe a little bit less) nerf to reload time to compensate for the increased accuracy gained by Deadeye?? 5 Share this post Link to post Share on other sites
[TEAM_] Dampfboot Players 1,367 posts 11,386 battles Report post #6 Posted January 24, 2021 Share this post Link to post Share on other sites
[TOFTC] Pikkozoikum Players 7,658 posts 13,680 battles Report post #7 Posted January 24, 2021 17 minutes ago, ScruffyNoob said: I agree that a tweak (or removal) of Deadeye is warranted. How about a 50% (or maybe a little bit less) nerf to reload time to compensate for the increased accuracy gained by Deadeye?? 50% reload nerf is a bit too much, but the idea is not bad. More realistic would be 5 or 10%. But speaking of nerfs. I think they should implement a more clear system, some skills have disadvantages, other not. They should make something like all 3pt and 4pt skills have always also a disadvantage, that you are trading 2 Share this post Link to post Share on other sites
[OM] ghostbuster_ Players 4,996 posts 21,881 battles Report post #8 Posted January 24, 2021 4 hours ago, HMCS_Halifax said: I think the deadeye skill for BBs should be changed slightly. Rather than gaining a buff if ships are outside your setection range, the buff should come from having visible ships inside your detection range. It makes far more sense, the closer you are, the more accurate. I agree with you. But WG introduced new CVs and smolensk into the game and they have been telling us that those ships are ok. How can you expect WG to do something logical? 2 Share this post Link to post Share on other sites
dCK_Ad_Hominem Players 1,176 posts 5,859 battles Report post #9 Posted January 24, 2021 While I don't like the way dead eye changes the game, destroyers are a pretty direct counter to it. Sure, if you are up against a cv who knows his job it will be rough, but playing just enough ahead to keep the enemy bbs spotted will make sure those 4 points are spent on a garbage pile. Really, this meta change, which I'm sure will be very short lived, is about the only negative aspect of the rework. The new skills force players to make different decisions on different ships. There no longer is the one build to rule them all. Give it a little bit of time and people will realise that survival on a bb and actually supporting your team is winning you more games. 2 1 Share this post Link to post Share on other sites
[R_N_G] Bindolaf_Werebane Players 1,387 posts 12,045 battles Report post #10 Posted January 24, 2021 How about this: As the ship approaches B-line (or I-line, whatever), accuracy starts to drop off sharply. When the ship reaches A (or J), the crew mutinies, throws the captain overboard and turns the ship around flank speed. 1 3 Share this post Link to post Share on other sites
[SHAD] Miscommunication_dept Players 5,512 posts 24,469 battles Report post #11 Posted January 24, 2021 simplest would to be to reduce the buff to 6%, this would yield a close to 10% increase in hit rate anyway. Share this post Link to post Share on other sites
[CHEFT] DFens_666 Players 13,162 posts 11,029 battles Report post #12 Posted January 24, 2021 51 minutes ago, dCK_Ad_Hominem said: While I don't like the way dead eye changes the game, destroyers are a pretty direct counter to it. Sure, if you are up against a cv who knows his job it will be rough, but playing just enough ahead to keep the enemy bbs spotted will make sure those 4 points are spent on a garbage pile. It only works if the DD is spotted himself - the BB can be spotted aslong as the ship spotting him is not spotted. Vice versa if the BB is unspotted, but there is a spotted ship within his detection range, then the skill still works. So the best way to [edited]this skill is open water gunboat DDs, which obviously want to be spotted. Its funny how the new Cruiser and DD skills basicly have tradeoffs, but our beloved BBabies get best skill 4 free without disadvantages 1 Share this post Link to post Share on other sites
[ROUGH] Yamashiro42 Players 1,065 posts 26,559 battles Report post #13 Posted January 24, 2021 53 minutes ago, dCK_Ad_Hominem said: While I don't like the way dead eye changes the game, destroyers are a pretty direct counter to it. Sure, if you are up against a cv who knows his job it will be rough, but playing just enough ahead to keep the enemy bbs spotted will make sure those 4 points are spent on a garbage pile. To negate the Deadeye your DD would have to be spotted. It does not matterf the BB with Deadeye is spotted or not. 2 Share this post Link to post Share on other sites
[ROUGH] Yamashiro42 Players 1,065 posts 26,559 battles Report post #14 Posted January 24, 2021 2 minutes ago, DFens_666 said: Its funny how the new Cruiser and DD skills basicly have tradeoffs, but our beloved BBabies get best skill 4 free without disadvantages Technicaly there is a "disadvantage" in that thaking Deadeye prevents you to take all three four-point survivability skills (SI, CE, FP), but I agree that Deadeye should be reworked into something meaningful. 2 Share this post Link to post Share on other sites
[LAFIE] lafeel Beta Tester 7,707 posts 7,856 battles Report post #15 Posted January 24, 2021 4 minutes ago, Yamashiro42 said: Technicaly there is a "disadvantage" in that thaking Deadeye prevents you to take all three four-point survivability skills (SI, CE, FP), but I agree that Deadeye should be reworked into something meaningful. Also is a waste of points if anyone is spotted inside your detection range to be fair.. 1 Share this post Link to post Share on other sites
dCK_Ad_Hominem Players 1,176 posts 5,859 battles Report post #16 Posted January 24, 2021 12 minutes ago, DFens_666 said: It only works if the DD is spotted himself - the BB can be spotted aslong as the ship spotting him is not spotted. Vice versa if the BB is unspotted, but there is a spotted ship within his detection range, then the skill still works. So the best way to [edited]this skill is open water gunboat DDs, which obviously want to be spotted. Its funny how the new Cruiser and DD skills basicly have tradeoffs, but our beloved BBabies get best skill 4 free without disadvantages Okay, thanks for clearing up my misunderstanding. Then the skill is quite busted indeed. 1 Share this post Link to post Share on other sites
[CHEFT] DFens_666 Players 13,162 posts 11,029 battles Report post #17 Posted January 24, 2021 Just now, Yamashiro42 said: Technicaly there is a "disadvantage" in that thaking Deadeye prevents you to take all three four-point survivability skills (SI, CE, FP), but I agree that Deadeye should be reworked into something meaningful. But the others have the same choices basicly. For a DD you cant take RPF/CE + one of the new ones, because you most likely want other stuff too. So its the same choice + the build-in disadvantage ontop. Cruisers have less choice anyway, but outnumbered is pure garbage, Top Grade Gunner is kinda situational and tbh works best on midtier Cruisers, Heavy AP shells also garbage and Heavy HE/SAP shells come with a severe disadvantage. Share this post Link to post Share on other sites
King_Of_The_Potatoes ∞ Players 308 posts 4,564 battles Report post #18 Posted January 24, 2021 It needs a def nerf if they want to keep it in the game then it needs a downside like a 20% increase to reload time or something. 1 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #19 Posted January 24, 2021 IMO my aim became even worse when trying out Dead Eye, as if I had an added element of RNG there. Possibly, my aim is usually so off that I don't benefit from the improved dispersion (though I usually seem to benefit from the Aim Mod equipment buff...). Possibly, too, the combined effect of Desync and Dead Eye makes the dispersion haphazard. Share this post Link to post Share on other sites
Humorpalanta ∞ Players 2,025 posts 13,785 battles Report post #20 Posted January 24, 2021 I think Deadeye is a weak skill. Should be buffed! I mean there are still cruisers surviving the first 10 minutes of the game, so yeah. Buff it!!!! 6 1 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #21 Posted January 24, 2021 3 minutes ago, Humorpalanta said: I think Deadeye is a weak skill. Should be buffed! I mean there are still cruisers surviving the first 10 minutes of the game, so yeah. Buff it!!!! Not when I'm playing a cruiser there isn't.... 2 Share this post Link to post Share on other sites
[LAFIE] lafeel Beta Tester 7,707 posts 7,856 battles Report post #22 Posted January 24, 2021 26 minutes ago, Karasu_Hidesuke said: IMO my aim became even worse when trying out Dead Eye, as if I had an added element of RNG there. Possibly, my aim is usually so off that I don't benefit from the improved dispersion (though I usually seem to benefit from the Aim Mod equipment buff...). Possibly, too, the combined effect of Desync and Dead Eye makes the dispersion haphazard. Maybe close quarters combat is more your thing seeing as it increases the rate of fire..as long as someone is in your secondary battery range. 1 Share this post Link to post Share on other sites
[I-J-N] Karasu_Browarszky [I-J-N] Players 13,025 posts Report post #23 Posted January 24, 2021 1 minute ago, lafeel said: Maybe close quarters expert is more your thing seeing as it increases the rate of fire..as long as someone is in your secondary battery range. Hmm.... I think I have experimented with that, most secondary ranges are too short for comfort in my case though. Normally I tend to keep my distance because I usually end up in trouble otherwise... don't like getting rammed by BB's either. Have I mentioned that I hate those rocks? They block my LoS.... 1 Share this post Link to post Share on other sites
[LAFIE] lafeel Beta Tester 7,707 posts 7,856 battles Report post #24 Posted January 24, 2021 2 minutes ago, Karasu_Hidesuke said: Hmm.... I think I have experimented with that, most secondary ranges are too short for comfort in my case though. Normally I tend to keep my distance because I usually end up in trouble otherwise... don't like getting rammed by BB's either. Have I mentioned that I hate those rocks? They block my LoS.... Here's a crazy thought, pair that with long range secondary shells, even on BB's that you wouldn't rely on secondaries on. Because that extra 20% secondary range is a extra km or two of area covered by cqc. May just try it out myself tbh.. 1 Share this post Link to post Share on other sites
[ATRA] Srle_Vigilante Weekend Tester 1,233 posts 10,342 battles Report post #25 Posted January 24, 2021 Here's my take on the Skill. The Commander: Spoiler Map positioning: Spoiler Spawn and start camping... Wait for your entire flak to collapse on its own and watch as you can do nothing about it as your horribly out of position... Get forced to actually move to a cap... Yeah this stat is either RNG or just broken.... Battle performance: Spoiler Personal opinion: While playing the game i couldn't help but notice how bored out of my mind i was playing from 20+ really is. Not to mention how stupidly out of position i was up until the last quarter of the game until the enemy just decided to ignore me and push for mid. During my long range engagements i barely noticed the skill and made me question, multiple times during the game: "Why do i do this to my self and other people around me." I don't consider this skill worth investing 4 points into. At least not on the Shikishima. I think its trash and should be avoided at all cost. You give up utility, damage and your personal dignity. Not to mention how the skill forces you in a position where you cannot influence the game or hold caps in any meaningful way. I will be sticking with my proven and test and actually enjoyable Tank/Secondary Shiki build. Spoiler Also here's the replay file if anyone want to see this trash game: 20210124_110127_PJSB510-Shikishima_38_Canada.wowsreplay 3 Share this post Link to post Share on other sites