Ideas For A Few Perk Alterations And Reworks
These are just a few perks I feel encourage a very negative interaction and dull experience in-game...as well as a change to Adrenaline, for reasons that should be obvious by my change.
Dying Light:
Everytime the Obsession is put into the Dying State, all survivors auras are revealed to you for 5 seconds and they suffer from Oblivious for 40/50/60 seconds. Has a cooldown of 90 seconds.
STBFL:
If a survivor drops a pallet during a chase, gain a 30% decreased cooldown when you perform a successful attack during that same chase.
PGTW:
Every 2 hooks grants you a 15% regression to any one generator within a 40/50/60 second duration.
Adrenaline:
Now only grants a health state heal, no longer grants the burst of speed.
Object Of Obsession:
Whenever the killer hits a survivor while you're not inside the Terror Radius you see the killers aura for the duration of that chase +4/8/12 seconds afterwards. Whenever you take a protection hit, fully heal one health state or rescue a teammate, you become the obsession. This perk is inactive while you're not the Obsession; and while you're hooked/caged. Reduces the chances of being starting as the Obsession.
Decisive Strike:
Does not grant a grasp escape skill-check if downed outside of a chase. Reduces the chances of starting as the Obsession.
Thanatophobia:
Now only effects repairs with the same % debuffs. (Although, for a perk named after the fear of dying, I never understood why it slows survivors action speed down...I would personally change it entirely and make it block Exit Gate levers for 40/60/80 seconds after the final generator is fully repaired, if the killer was able to achieve a total of 4 hooks before the Exit Gates are powered.
Franklin's Demise:
No longer forces an item drop, but now has an increased % drain on charges - 10/15/20% - and is limited to the initial hit to put the survivor into the Injured state.
Infectious Fright:
Has a restricted range of 28m.
Comments
Why do some of these perks need changes?
-StBFL, Franklin's Demise, and Infectious Fright are all fine as they are. StBFL is generally fun, but only truly a superpower on killers like Demogorgon and Pig (neither of whom are overly strong). Franklin's is a niche perk (also the only interesting key-prevention perk), and Infectious can be countered by Calm Spirit or just using a locker.
-I'd be okay considering the idea of PGtW inflicting a lesser immediate progress penalty if it also applied faster regression to kicked gens (~Ruin regression speeds). However, it does not deserve a cooldown; it is inherently limited by both its need for a hook to become active and the fact that it only stays on for 40-60 seconds.
-Adrenaline is a high risk high reward perk and situational enough to not deserve a heavy nerf. That said, I think you could justify either lowering it's Sprint time to 3 seconds (from 5 seconds) or just having it auto-recover from exhaustion (and possibly also other status effects).
-Thanataphobia doesn't need a nerf (it's not even a good perk on most killers, only Plague and sometimes Legion).
I'm okay with the idea of dialing back hyper-meta perks like DS, OoO, PGtW, etc a little bit, but I'd rather see what could happen if they buff up the laughably bad perks instead (like what happened with Surveillance).
your changes are pointless
all these perks are fine and balanced
i expected you to buff the trash perks on both sides
@APoipleTurtle STBFL does need changing since it encourages a dull mechanic of play - leaving one survivor alone. Any perk that encourages zero, or negative interaction between the two roles needs looking at. The old STBFL did a good job at keeping the interaction there, however it sucked due to it rewarding a killer for being bad in a chase (longer than 20 seconds it activated).
Franklin's is just a boring perk. Items like Flashlights, Sabo Toolboxes and fast heal Medkits encourage interaction between the two roles. Franklin's removes that fun interaction, thus, I feel for that reason it should be changed. Well, considering the Hatch spawns should change to only be when 5 gens are done and/or when one survivor is left alive, countering a key isn't something to be concerned with.
Thanatophobia is an unnecessary perk for what it does; the slowdown meta needs changing desperately. Like I said, for a perk with that name, you'd expect it to do something else.
Adrenline isn't a high risk perk. People can sacrifice healing by choice in hopes of the gen doing all the work for them, however, that doesn't directly correlate to it being high risk. If anything, it allows more abusable playstyles than it does, rewarding. (Adrenaline was more the outlier in this list of changes; however, the change would be nice).
Infectious Fright does have counterplay, indeed, however, it is undoubtabley an easily abusable perk which piggybacks off of the boring playstyle of 'slugging'. Like I said, things that encourage negative interaction and playstyles should be looked at and changed to limit how dull they are or flat-out improved into something interesting and new.
@OhHelloThere no, these perks are far from fine. If you'd like to see niche or weaker perks buffed, then i'd love to see your ideas for that.
@Onyx_Blue But your STBFL makes it so killer is more dependant on what survivor does to have an effect. And with how wonky the chase mechanic can be it would make it more inconsistent.
Franklin's is unique. It only counters those things if you hit someone. Until then those interactions exist.
Wouldn't that work better for Remember Me? Also, no it does make sense - You see someone injured, dying you get scared and are more sloppy. (the only thing that doesnt make sense is that the debuff isnt active while someone is dead)
I agree with it only during one thing, but i don't agree that it should do nothing while fully healed. Maybe change how it works: When injured you heal a state, when healthy you run for 150% for 3(or 5) seconds. Causes Exhaustion no matter what.
Wouldn't you say a small cd would do what you want? Restricting it's range is more rewarding for small tr killers, whose range was small to begin with.
@Milo this is the sort of criticism I was hoping for.
You're right about my STBFL, maybe it isn't the best form for it; however, would you not agree that it's at least a step in a better direction for it. Making it so the perk is applicable all the time, in chase vs all survivors?
Franklin's does have that requirement to it, however most people who use it, do have the attitude of "damn item users trying to troll me, let's troll them instead." It breeds this negative perception that item gamers are' toxic' instead of "hey, we have interactive players here, lads."
Remember Me already slows opening down, I do see why you're drawing on that, but i'd say the idea I gave puts them apart, purely on the basis of it physically prevents escape and forces a new kind of end game stealth play and freedom to chase in killers eyes. Remember Me doesn't quite offer that completely. But I do like what RM does so i'd say they both could work well together.
So your Adrenline wouldn't pick them from Dying? What about providing Endurance for 20 seconds when the user gets injured if the survivor is Healthy when the Exit Gates are powered?
How long would your cooldown be for it? Because i'm running scenarios over in my head and i'm seeing a cooldown doing minimal to nothing in terms of restricting how dull it can be to go against.
I'll rate each change here
Dying Light: Personally it does its job well in certain builds, although I can see why many people want it to be removed. This change seems decent.
STBFL: I prefer it how it is now, it's a strong perk that doesn't need a change.
PGTW: This perk doesn't need a nerf, as it's a perk that rewards you fairly, which can be reverted within 20 seconds.
Adrenaline: I'd be fine with this on one condition. If you got the five second speed boost if you were already healthy.
Object of Obsession: Seems like a good idea. I'd be in favour of this.
Decisive Strike: No, for one reason. Huntress exists. Change it to something like it deactivates after a survivor does a certain thing or the killer does a certain thing.
Thanataphobia: This is a weak perk, like Dying light, it works in it's builds but even then it can be replaced. If it's only going to effect generators than it'll need a huge buff, because that 16% only adds an extra 12 seconds, there or there about.
Franklin's demise: This perk doesn't need a nerf. It's in a good spot right now and doesn't need changing.
Infectious Fright: To me this is a buff. Imagine this perk with Freddy, or The Huntress, or The Deathslinger? It could be extremely strong with certain killers. As for the killers with 32 meters TR it wouldn't heavily effect them. Personally the perk only needs a short cooldown of 20 seconds or so.
Yes and no. Reducing your succesfull hit cd can be a powerfull tool. A killer just receiveing it would feel slightly anti-climactic. EDIT:+ I feel it would be inconsistent or more so in any other form it takes.
That's more of an issue of how powerfull these items can be in right hands. It's a perk that counters many item users in the lobby effectively. (IF Overhelming presence was better that would probably be used in it's place)
I mean im not saying your idea is bad. It's an interesting concept. However i do not think Thanathophobia needs that rework. It could be a new perk or Remember Me rework (mostly because that's how Freddy's perks works - endgame)
My bad - i meant it would either heal a heal state (so yes even from down) or give haste. And wouldn't endurance be that be more annoying than haste? It would block an insta-down for 20 seconds.
Infectious is only really good if it chains into many downs, that's why it's so good at slugging. Cooldown of like 20-30 seconds should be just enough.
@CheersTC // @Milo
I mean, it is strong, and I used to use it a fair bit, then streamers popularised it and everyone started to use it, then I started to see how boring it is to go against in mass. Killers actively leaving people alone because "can't lose stacks". It just isn't a healthy perk for interaction between the roles. // I think some perks being given to you because of survivors is what a certain function of the perk requires sometimes. Spirit Fury is survivor dependent, and people rave about how great that is.
I wouldn't say PGTW is a fair reward perk. It can actually be abusable in a lot of situations. And the gameplay it often promotes is not good to experience. The slowdown meta needs changing, and ultimately, that means nerfing PGTW.
Adrenaline, yeah I could get behind that alteration as well. Seems fair // Endurance only applies in the Injured state. So, technically it would give the survivor 2 chances at end game. But, it has a 20 second duration, so not op in a stretch. But, you're idea to give it the Haste when healthy and a heal when Dying and Injured is also a good change too.
DS does need a health tweak, atm it's far too abusable. What would be a better alteration?
Franklin's is one of those perks where I always arc back to the view that all perks should have an opposite on the other role. So far there's no opposite for survivor, however, survivors have Streetwise (I know Overwhelming is the opposite of that) but it feels like survivors either need the counter part to Franklin's or Franklin's needs changing. // yeah, but the attitude it promotes from the players is not a good one. Anyone seeing items as 'toxic' and resorts to being an annoyance, and a perk being at hand to allow that seems unhealthy for gameplay in my eyes, am I wrong to have that persepective?
Yeah, I could get behind just buffing the percentage debuff if it only effects repair time. Maybe 20% - 5% per injured survivor. That would add 16 seconds of repair onto a solo gen. And the fact the devs are peeling away from synergised slowdowns, buffing the debuff is fine by me.
Infectious being restricted means it can't combo with Monitor. Yeah, it would be usable on lower TR killers, but it would also restrict abusability on killers like Myers, Hillbilly, Oni, Nurse. I'd take the slower killers getting a biff out of it, if it means the scarier killers get a nerf out of it. That's my outlook of it. // my view of that cooldown suggestion is that by the time the second person is downed, that cooldown is about to end, so the third person messing up still allows 4k slug potential. If there was a cooldown attached to it, i'd say at least 90-120 seconds is needed.
@Onyx_Blue
Spirit Fury is in fact survivor dependant, great point. However there is still an interaction between obession and killer - not having interactions. I know it sounds stupid but because the killer will try to avoid hitting the obsession with basic attacks that can lead to survivor trying to be more interactable.
But in what kind of meta do you want to go into? The only metas (that atleast i know of) are genrush and slowdown. And PGTW is pretty fair - you hook a survivor (your objective) to prevent progress on your other objective.
Tbh, i forgot you can't access endurance while healthy. But still could be "abusable". Not OP but even more annoying.
Another person is hooked it deactivates? You get healed it deactivates? Something along these lines.
Latest Plunderer's buff. You can see auras of items on the ground. And no it's not wrong to think that. But how would your change exactly change that perspective?
peeling away from synergised slowdownsAre they? They seem to be changing it so those perks together can be strong.With atleast 30 second cd, the person that is being chased now can run away from the slugged survivor not resulting in many/other screams. And if they get downed almost immeditely after it shouldn't result in chains of downs.
@Milo funny you mention that, a Spirit refused to interact with me the entire game because of STBFL, and what that led to was everyone else being refocused again once someone else had been hooked. She only went after me once one person died. It's that aspect that is promoted by a perk that 'punishes' the killer for attacking one of the 4. I really cannot be shifted away from seeing how that design of the perk is good for the game.
Ideally i'd like to see a chase meta. Revolving around outplays, skill with the killer, knowing the tiles, the jukes etc that is the best thing about dbd. Being fully interactive with all survivors. Currently it is possible to do that style, the only draw back is the mentality that the killer 'needs' the down from the chase. Rather than realising a hit into break into rotation of focus is a highly intimidating style of play to go against as a survivor.
Yeah Endurance could be abusable, maybe your idea for it is a perfect change to it.
The deactivation when a second survivor is hooked would be terrible, since the killer could hunt down the unhooked survhvor straight after the next hook consequence free. Deactivating once healed would also fail to achieve the desired effect, since the killer could be an insta-down killer or a Nurse/Spirit/Huntress/Plague and immediately get the down in quick time off the next hook. I think that DS needs to be an anti-momentum perk as well as anti-tunnel, but Obsession gameplay could use a general buff, by making someone be an Obsession even if no Obsession perks are used by either role. Thatt would also make killers second guess tunnelling in general.
In some degree, yes, Plunderers does offer counter to Franklin's. However, the main purpose of that perk is to find rare items without the need to bring one in. I doubt a killer would run Franklin's if no one brought an item in lobby.
Well, that's me quoting what they said lol whether they do or not we'll have to see. But ideally for me, I'd want no more stacking of perks and add-ons for either role. That would mean current Thanat and Sloppy do not stack on heal debuff. Medkits do not stack on heal speed/charges. That would be ideal for me, no synergisisation between stackables. Meaning slowdown builds are no longer a thing.
In that 30 second chase, the survivor could go down near someone else on a gen withing the (typical 40m) range. Meaning that is the 3rd slug casuallty of the perk. That was my reasoning behind it having a heavy cooldown of 90-120s. That way, slug meta is crippled and restricted.