Unrelenting Rework
Unrelenting
- Reduces the successful attack cooldown on injured or exposed Survivors by 40/45/50%. Does not stack.
Note: Takes precedence over STBFL
Note: Takes precedence over STBFL
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Comments
That would be terrifying on Myers. Like probably broken terrifying.
Whats the reason behind this change?
Even if unrelenting got a massive numbers buff to make it actually good, I'd still want to see what I've suggested here, possibly as a new perk.
Unrelenting is useless and there is no alternative to STBFL if you don't want to deal with the Obsession avoidance thing.
Of course this perk isn't nearly as good as fully stacked STBFL due to not working on healthy Survivors baring expose, but it's a great effect for snowballing. Hence why @thrawn3054 thinks this would be amazing on Myers, he's a very snowbally Killer.
Think of it on plague or legion π
Yup. Them and Myers would likely be the #1 users of this perk.
It would synergize stupid well with devour and haunted as well.
Picture a hag running devour, stbfl, unrelenting and haunted grounds π¬
Sounds 100% useless
Why would you nerf it so much when its barely useful to start
Unrelenting is a great perk for Newbies, or me who plays with a controller.
It should have +50% on brutality score events, except pallets.
I think Unrelenting is fine in concept, for new players who are learning to deal with getting spun etc. It probably needs a buff to its numbers though.
Unrelenting is wonderful; I just wish it increased movement speed while in the successful and missed attack cooldown phase.
Did you even read just how many people here were talking about how good it would be in combination with other factors?
It's a snowball perk. It doesn't help you down the first person, but it DOES help you immediately move on to the second Survivor right next to them. It also counters endurance since even if they aren't downed by the hit they are still an injured Survivor so you still get the cooldown reduction.
Like I'm down for re-purposing this as an original perk suggestion, but I do think this effect would be useful to have.
It should simply have 20% miss/hit recovery and do NOT stack with STBFTL, Like back in the old days.
Devs code team just to learn how make perks to not work together.
40% and I agree but 50% is huge, big no
STBFL is 45%
This is only 5% more than an existing interaction, can't stack so it won't go above that, and it's much more specific thus requiring a bigger payoff to make up for it.
It could be a 100% reduction and still not be OP, simply because the Survivors it procs on are downed anyways, making it's use crowd control and snowballing exclusively
type 8x5 into the google calculator lmao.
100% would mean you can use the charge forwards without any cooldown. Yea. You should apply as game designer.
Indeed you could. But only if you hit a Survivor when it would down them.
Uh hugh.
How about instead of just asserting that it's overpowered you justfity it.
How exactly is this perk so much stronger compared to other good perks.